Random combination code
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[remap]
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importer="scene"
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importer_version=1
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type="PackedScene"
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uid="uid://dv3a33uojtwi0"
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path="res://.godot/imported/tekst.glb-5a5dc8db74b37318106f1ff67e5c8256.scn"
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[deps]
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source_file="res://Objects/Meshes/tekst.glb"
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dest_files=["res://.godot/imported/tekst.glb-5a5dc8db74b37318106f1ff67e5c8256.scn"]
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[params]
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nodes/root_type="Node3D"
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nodes/root_name="Scene Root"
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nodes/apply_root_scale=true
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nodes/root_scale=1.0
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meshes/ensure_tangents=true
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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meshes/light_baking=1
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meshes/lightmap_texel_size=0.2
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skins/use_named_skins=true
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animation/import=true
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animation/fps=30
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animation/trimming=false
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import_script/path=""
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_subresources={}
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@@ -1,35 +0,0 @@
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[gd_scene load_steps=4 format=3 uid="uid://bmqy37qumb7um"]
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[ext_resource type="PackedScene" uid="uid://dv3a33uojtwi0" path="res://Objects/Meshes/tekst.glb" id="1_riskl"]
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[sub_resource type="Shader" id="Shader_qmlbg"]
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code = "// NOTE: Shader automatically converted from Godot Engine 4.0.beta15's StandardMaterial3D.
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shader_type spatial;
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render_mode specular_disabled;
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void light() {
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float diff = LIGHT_COLOR.b - LIGHT_COLOR.g - LIGHT_COLOR.r;
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if (diff > 0.5 && LIGHT_COLOR.b > LIGHT_COLOR.g && LIGHT_COLOR.b > LIGHT_COLOR.r) {
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DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * ATTENUATION * ALBEDO;
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ALPHA = ATTENUATION;
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}
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}
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void fragment() {
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ALBEDO = vec3(0.4, 0.8, 1.0);
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EMISSION = vec3(0.4, 0.8, 1.0);
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ALPHA = 0.0;
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}
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"
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_q8ihn"]
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render_priority = 0
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shader = SubResource("Shader_qmlbg")
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[node name="tekst" instance=ExtResource("1_riskl")]
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[node name="Text" parent="." index="0"]
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surface_material_override/0 = SubResource("ShaderMaterial_q8ihn")
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+5
-2
@@ -1,7 +1,10 @@
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extends Node3D
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var combination
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func _ready():
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pass
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combination = randi() % 10000
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$".."/CombiCode.mesh.text = str(combination)
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func get_number():
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return 1000 * $Body/"1"/Cylinder/StaticBody3D.number + \
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@@ -13,6 +16,6 @@ func get_number():
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func _on_static_body_3d_input_event(camera, event, position, normal, shape_idx):
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if event is InputEventMouseButton and event.is_action_pressed("interact"):
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$Body/Knop/Audio.playing = true
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if get_number() == 1984:
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if get_number() == combination:
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$Lamp.light_color = Color.LIGHT_GREEN
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$Congratulations.playing = true
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@@ -0,0 +1,20 @@
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// NOTE: Shader automatically converted from Godot Engine 4.0.beta15's StandardMaterial3D.
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shader_type spatial;
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render_mode specular_disabled;
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void light() {
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float diff = LIGHT_COLOR.b - LIGHT_COLOR.g - LIGHT_COLOR.r;
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if (diff > 0.5 && LIGHT_COLOR.b > LIGHT_COLOR.g && LIGHT_COLOR.b > LIGHT_COLOR.r) {
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DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * ATTENUATION * ALBEDO;
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ALPHA = ATTENUATION;
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}
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}
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void fragment() {
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ALBEDO = vec3(0.4, 0.8, 1.0);
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EMISSION = vec3(0.4, 0.8, 1.0);
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ALPHA = 0.0;
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}
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