Teleporters and some helper methods for getting safe and death tiles
parent
3d59128b0b
commit
c8eaba5591
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@ -2,7 +2,7 @@ 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: TileMapLayer = $"../TileMapLayer"
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@onready var tile_map: MainLevel = $"../TileMap"
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@export var speed: float = 40
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@export var respawn_point: Marker2D
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@ -14,7 +14,6 @@ var should_move = false
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var input_dir: Vector2
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func _ready():
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print(tile_map)
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_respawn()
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pass
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@ -59,9 +58,8 @@ func _try_move():
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)
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func _post_movement_check():
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var current_tile: Vector2i = tile_map.local_to_map(tile_map.to_local(global_position))
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var tile_data: TileData = tile_map.get_cell_tile_data(current_tile)
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if tile_data and tile_data.get_custom_data("death"):
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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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func die():
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@ -5,6 +5,7 @@ extends PuzzleElement
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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@onready var audio_player: AudioStreamPlayer2D = $AudioStreamPlayer2D
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@onready var manager: BoxPuzzle = $"../"
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@onready var tile_map: MainLevel = get_tree().root.get_child(0).get_node("TileMap")
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const TILE_SIZE = 8
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@ -27,6 +28,9 @@ func interact(player: Player):
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raycast.target_position = player.input_dir * 8
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raycast.force_raycast_update()
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if tile_map.is_death_tile(global_position + raycast.target_position):
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return
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var collider = raycast.get_collider()
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var is_switch = collider is BoxSwitch
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if raycast.is_colliding() and not is_switch:
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@ -0,0 +1,34 @@
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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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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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var current_tile: Vector2i = layer.local_to_map(layer.to_local(position))
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var tile_data: TileData = layer.get_cell_tile_data(current_tile)
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if tile_data:
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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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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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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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if (tile_data as TileData).get_custom_data("death"):
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is_death_tile = true
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break;
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if is_death_tile:
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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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is_death_tile = false
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break;
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return is_death_tile
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@ -1,11 +1,15 @@
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extends PuzzleManager
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#@onready var demo_puzzle = $DemoGravePuzzle1
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@onready var next_room_fog = $NextRoomFog
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@export var next_room_fog: TileMapLayer
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@export var next_room_fog_2: TileMapLayer
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var mark_as_finished = false
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func _process(delta):
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if is_room_finished():
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pass
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if is_room_finished() and not mark_as_finished:
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next_room_fog_2.queue_free()
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mark_as_finished = true
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pass
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func _on_demo_grave_puzzle_complete():
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@ -0,0 +1,8 @@
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extends Area2D
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@export var teleport_marker: Marker2D
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func _on_body_entered(body):
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if body is Player:
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body.global_position = teleport_marker.global_position
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@ -0,0 +1,22 @@
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[gd_scene load_steps=4 format=3 uid="uid://dk5oyn3pi1soj"]
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[ext_resource type="Script" path="res://puzzles/teleporter/teleporter.gd" id="1_0ext0"]
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[ext_resource type="Texture2D" uid="uid://cbuibrshdpkm1" path="res://scenes/assets/tileset.png" id="1_yn5l0"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_kuq27"]
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size = Vector2(6, 5)
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[node name="WallOpening" type="Area2D"]
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script = ExtResource("1_0ext0")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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texture = ExtResource("1_yn5l0")
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hframes = 8
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vframes = 8
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frame = 14
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2(0, 0.5)
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shape = SubResource("RectangleShape2D_kuq27")
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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@ -18,11 +18,12 @@ texture_region_size = Vector2i(8, 8)
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4:1/0 = 0
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4:1/0/custom_data_0 = true
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5:1/0 = 0
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5:1/0/custom_data_0 = true
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6:1/0 = 0
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6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -4, 4, -4, 4, 4, -4, 4)
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6:1/0/custom_data_0 = true
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7:1/0 = 0
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7:0/0 = 0
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7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -4, 4, -4, 4, 4, -4, 4)
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7:0/0/custom_data_0 = true
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1:1/0 = 0
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0:1/animation_columns = 1
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0:1/animation_speed = 2.0
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@ -31,14 +32,14 @@ texture_region_size = Vector2i(8, 8)
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0:1/0 = 0
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2:0/animation_mode = 1
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2:0/0 = 0
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2:0/0/probability = 0.5
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2:0/0/probability = 0.2
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2:0/0/custom_data_0 = true
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3:0/animation_columns = 1
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3:0/animation_mode = 1
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3:0/animation_frame_0/duration = 1.0
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3:0/animation_frame_1/duration = 1.0
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3:0/0 = 0
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3:0/0/probability = 0.2
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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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@ -49,7 +50,6 @@ texture_region_size = Vector2i(8, 8)
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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_1/collision_layer = 1
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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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