Arrow shooters and better cell to cell movement for players
parent
c8eaba5591
commit
c06e5a6ada
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@ -2,7 +2,9 @@ class_name Player
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extends CharacterBody2D
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@onready var raycast: RayCast2D = $RayCast2D
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@onready var tile_map: MainLevel = $"../TileMap"
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@onready var sprite: Sprite2D = $Sprite2D
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@onready var map: MainLevel = get_tree().root.get_child(0).get_node("TileMap")
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@onready var tile_map: TileMapLayer = get_tree().root.get_child(0).get_node("TileMap/TileMapLayer")
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@export var speed: float = 40
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@export var respawn_point: Marker2D
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@ -11,23 +13,35 @@ const TILE_SIZE = 8
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var is_moving = false
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var should_move = false
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var is_dead = false
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var input_dir: Vector2
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var respawn_time: int = 10
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func _ready():
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_respawn()
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pass
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func _process(delta):
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_try_interact()
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pass
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if not is_dead:
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_try_get_input()
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_try_interact()
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if is_dead:
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if respawn_time > 0:
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respawn_time -= 1
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elif respawn_time <= 0:
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_respawn()
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func _physics_process(delta):
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_try_move()
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_try_move(delta)
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func _respawn():
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position = respawn_point.position
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sprite.global_position = position
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is_dead = false
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is_moving = false
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should_move = false
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func _try_move():
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func _try_get_input():
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should_move = false
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if Input.is_action_pressed("move_up"):
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input_dir = Vector2.UP
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@ -42,28 +56,44 @@ func _try_move():
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input_dir = Vector2.LEFT
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should_move = true
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if should_move and !is_moving:
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if should_move and not is_moving:
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raycast.target_position = input_dir * 8
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raycast.force_raycast_update()
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if raycast.is_colliding():
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return
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is_moving = true
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var tween = create_tween()
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tween.tween_property(self, "position", position + input_dir * TILE_SIZE, 0.25)
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tween.tween_callback(func():
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is_moving = false
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_post_movement_check()
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var current_tile: Vector2i = tile_map.local_to_map(global_position)
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var target_tile: Vector2i = Vector2i(
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current_tile.x + input_dir.x,
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current_tile.y + input_dir.y
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)
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func _post_movement_check():
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var is_death_tile = tile_map.is_death_tile(global_position)
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if is_death_tile:
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die()
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global_position = tile_map.map_to_local(target_tile)
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var is_death_tile = map.is_death_tile(global_position)
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if is_death_tile:
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die()
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return
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is_moving = true
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sprite.global_position = tile_map.map_to_local(current_tile)
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func _try_move(delta: int):
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if not is_moving or is_dead:
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return
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sprite.global_position = sprite.global_position.move_toward(global_position, 0.5)
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if global_position == sprite.global_position:
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is_moving = false
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return
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func die():
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_respawn()
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is_dead = true
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is_moving = false
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respawn_time = 10
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func _try_interact():
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raycast.target_position = input_dir * 8
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@ -46,16 +46,16 @@ size = Vector2(8, 8)
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[node name="Player" type="CharacterBody2D"]
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z_index = 10
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collision_mask = 3
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collision_mask = 15
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script = ExtResource("1_jrd75")
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[node name="Camera2D" type="Camera2D" parent="."]
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[node name="Sprite2D" type="Sprite2D" parent="."]
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texture_filter = 1
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texture = ExtResource("1_qfnf0")
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hframes = 2
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[node name="Camera2D" type="Camera2D" parent="Sprite2D"]
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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libraries = {
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"": SubResource("AnimationLibrary_dx4e7")
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@ -53,6 +53,13 @@ jump={
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]
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}
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[layer_names]
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2d_physics/layer_1="Entities"
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2d_physics/layer_2="Terrain"
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2d_physics/layer_3="Puzzle"
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2d_physics/layer_4="Projectiles"
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[rendering]
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textures/canvas_textures/default_texture_filter=0
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@ -0,0 +1,25 @@
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class_name Arrow
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extends Node2D
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@onready var sprite: Sprite2D = $Sprite2D
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var _direction: Vector2i
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var _speed: int = 50
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func _ready():
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if _direction.x > 0:
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sprite.flip_h = true
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func shoot(dir: Vector2i, speed: int):
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_direction = dir
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_speed = speed
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func _physics_process(delta):
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var move = _direction * _speed * delta
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position = position + move
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func _on_area_2d_body_entered(body):
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if body is Player:
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body.die()
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queue_free()
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@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://de8lejw21tx6h"
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path="res://.godot/imported/arrow.png-a9a36bfbd72d1cbac04ba2d3bfba852e.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://puzzles/arrow/arrow.png"
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dest_files=["res://.godot/imported/arrow.png-a9a36bfbd72d1cbac04ba2d3bfba852e.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@ -0,0 +1,21 @@
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[gd_scene load_steps=4 format=3 uid="uid://0p0jl4g1ha4v"]
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[ext_resource type="Texture2D" uid="uid://de8lejw21tx6h" path="res://puzzles/arrow/arrow.png" id="1_nkjxg"]
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[ext_resource type="Script" path="res://puzzles/arrow/arrow.gd" id="1_v7o4i"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_2m4dq"]
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size = Vector2(8, 3)
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[node name="Arrow" type="Node2D"]
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script = ExtResource("1_v7o4i")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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texture = ExtResource("1_nkjxg")
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[node name="Area2D" type="Area2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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position = Vector2(0, -0.5)
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shape = SubResource("RectangleShape2D_2m4dq")
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[connection signal="body_entered" from="Area2D" to="." method="_on_area_2d_body_entered"]
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@ -0,0 +1,19 @@
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extends RayCast2D
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@onready var arrow: PackedScene = preload("res://puzzles/arrow/arrow.tscn")
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@onready var timer: Timer = $ShootTimer
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@onready var shoot_dir: Vector2i = self.target_position.normalized()
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@export var arrow_speed: int = 400
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@export var shoot_timer: float = 3.0
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func _ready():
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timer.start(shoot_timer)
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func _process(delta):
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pass
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func _on_shoot_timer_timeout():
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var inst: Arrow = arrow.instantiate()
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inst.shoot(shoot_dir, arrow_speed)
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add_child(inst)
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@ -0,0 +1,11 @@
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[gd_scene load_steps=2 format=3 uid="uid://dpkj44krp378g"]
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[ext_resource type="Script" path="res://puzzles/arrow/arrow_shooter.gd" id="1_tk6ny"]
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[node name="ArrowShooter" type="RayCast2D"]
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target_position = Vector2(0, 8)
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script = ExtResource("1_tk6ny")
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[node name="ShootTimer" type="Timer" parent="."]
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[connection signal="timeout" from="ShootTimer" to="." method="_on_shoot_timer_timeout"]
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@ -4,10 +4,13 @@ extends Area2D
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@export var nodes: Array[Node2D]
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var state = false
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func _on_body_entered(body):
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if body is Player:
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state = not state
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for node in nodes:
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if node is TileMapLayer:
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var layer = node as TileMapLayer
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layer.enabled = !layer.enabled
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sprite.frame = 1 if not layer.enabled else 0
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sprite.frame = 1 if state else 0
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@ -1,8 +1,8 @@
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class_name MainLevel
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extends Node
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func _get_tile_data(position: Vector2):
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var results = []
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func _get_tile_data(position: Vector2) -> Array[TileData]:
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var results: Array[TileData] = []
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for layer in self.get_children():
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if not (layer as TileMapLayer).enabled:
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continue
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@ -12,14 +12,14 @@ func _get_tile_data(position: Vector2):
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results.push_back(tile_data)
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return results
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func is_walkable_tile(position: Vector2):
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func is_walkable_tile(position: Vector2) -> bool:
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var results = _get_tile_data(position)
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for tile_data in results:
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if (tile_data as TileData).get_custom_data("walkable"):
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return true
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return false
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func is_death_tile(position: Vector2):
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func is_death_tile(position: Vector2) -> bool:
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var is_death_tile = false
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var results = _get_tile_data(position)
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for tile_data in results:
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@ -9,7 +9,7 @@ signal finish_room
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func _process(delta):
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pass
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func is_room_finished():
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func is_room_finished() -> bool:
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for puzzle in mandatory_puzzles:
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if !puzzle.is_complete:
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return false
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@ -41,15 +41,17 @@ texture_region_size = Vector2i(8, 8)
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3:0/0 = 0
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3:0/0/probability = 0.05
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3:0/0/custom_data_0 = true
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0:6/0 = 0
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1:6/0 = 0
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2:6/0 = 0
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1:7/0 = 0
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0:7/0 = 0
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6:2/0 = 0
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6:2/0/physics_layer_1/polygon_0/points = PackedVector2Array(-4, -4, 4, -4, 4, 4, -4, 4)
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7:2/0 = 0
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7:2/0/physics_layer_1/polygon_0/points = PackedVector2Array(-4, -4, 4, -4, 4, 4, -4, 4)
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[resource]
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tile_size = Vector2i(8, 8)
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physics_layer_0/collision_layer = 1
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physics_layer_0/collision_mask = 9
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physics_layer_1/collision_layer = 2
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physics_layer_1/collision_mask = 3
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custom_data_layer_0/name = "walkable"
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custom_data_layer_0/type = 1
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custom_data_layer_1/name = "death"
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