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https://github.com/Relintai/broken_seals_roguelike.git
synced 2025-04-14 06:00:47 +02:00
Hide and show only the enemies discovered by the player on level change. (The rest just gets ignored).
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3c8c5c2010
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@ -45,6 +45,7 @@ export(int) var enemy_count : int = 14
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var map : Array = []
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var map : Array = []
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var rooms : Array = []
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var rooms : Array = []
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var enemies : Array = []
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var enemies : Array = []
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var discovered_enemies : Array = []
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var nav_graph : AStar2D
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var nav_graph : AStar2D
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var entrance_position : Transform2D = Transform2D()
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var entrance_position : Transform2D = Transform2D()
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var player_visibility_array : Array = Array()
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var player_visibility_array : Array = Array()
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@ -161,6 +162,7 @@ func update_visibility():
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if visibility_test(tp.x, tp.y, tpos.x, tpos.y):
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if visibility_test(tp.x, tp.y, tpos.x, tpos.y):
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b.set_visibility(true)
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b.set_visibility(true)
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e.sets_target(_player)
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e.sets_target(_player)
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discovered_enemies.append(e)
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func clear_path(tile):
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func clear_path(tile):
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@ -477,13 +479,14 @@ func set_editor_generate(value : bool) -> void:
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func on_visibility_changed():
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func on_visibility_changed():
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if visible:
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if visible:
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if tile_map.collision_layer != 1:
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for e in discovered_enemies:
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tile_map.collision_layer = 1
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var b = e.get_body()
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if b.visible:
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b.set_visibility(true)
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e.sets_target(_player)
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else:
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else:
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if tile_map.collision_layer != 2:
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for e in discovered_enemies:
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tile_map.collision_layer = 2
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for e in enemies:
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var b = e.get_body()
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var b = e.get_body()
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if b.visible:
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if b.visible:
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