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https://github.com/Relintai/broken_seals_roguelike.git
synced 2024-11-10 21:52:09 +01:00
Implement support for multiple levels.
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df0584a9e1
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@ -58,10 +58,15 @@ var tile_size : int = 32
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var nameplate : Node
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var init : bool = false
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func _enter_tree() -> void:
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world = get_node(world_path) as Node2D
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tile_size = get_node("/root/Main").get_tile_size()
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if init:
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return
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camera = get_node_or_null("Camera") as Camera2D
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set_process_input(false)
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@ -78,6 +83,8 @@ func _enter_tree() -> void:
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on_c_controlled_changed(entity.c_is_controlled)
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transform = entity.get_transform_2d(true)
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init = true
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func set_visibility(val : bool) -> void:
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if val:
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@ -282,9 +289,7 @@ func target(position : Vector2) -> bool:
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return false
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func cmouseover(position : Vector2):
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#https://github.com/godotengine/godot/issues/32222
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position = position - get_viewport_transform().origin
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position *= camera.zoom
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position = world.make_canvas_position_local(position)
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var pos : Vector2 = world.pixel_to_tile(position.x, position.y)
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var enemy : Entity = world.get_enemy_at_tile(pos.x, pos.y)
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@ -217,7 +217,7 @@ func spawn_player(class_id : int, position : Vector3, name : String, node_name
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return createinfo.created_entity
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func spawn_mob(class_id : int, level : int, position : Vector3) -> Entity:
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func spawn_mob(class_id : int, level : int, position : Vector3, parent_path : String = "") -> Entity:
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var createinfo : EntityCreateInfo = EntityCreateInfo.new()
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var cls : EntityData = ESS.get_resource_db().get_entity_data(class_id)
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@ -229,6 +229,7 @@ func spawn_mob(class_id : int, level : int, position : Vector3) -> Entity:
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createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_AI
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createinfo.entity_player_type = EntityEnums.ENTITY_PLAYER_TYPE_AI
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createinfo.transform2d.origin = Vector2(position.x, position.y)
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createinfo.parent_path = parent_path
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ESS.request_entity_spawn(createinfo)
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@ -27,11 +27,10 @@ export(bool) var editor_generate : bool = false setget set_editor_generate, get_
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export(bool) var show_loading_screen : bool = true
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export(bool) var generate_on_ready : bool = false
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var initial_generation : bool = false
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var generated : bool = false
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var _editor_generate : bool
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var _player_file_name : String
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var _player : Entity
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enum Tile { Floor, Wall, Door, Ladder, Stone }
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@ -47,17 +46,30 @@ var map : Array = []
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var rooms : Array = []
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var enemies : Array = []
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var nav_graph : AStar2D
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var entrance_position : Transform2D = Transform2D()
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onready var tile_map : TileMap = $Terrarin
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onready var visibility_map : TileMap = $VisibilityMap
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func _ready():
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tile_size = get_node("/root/Main").get_tile_size()
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connect("visibility_changed", self, "on_visibility_changed")
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pass # Replace with function body.
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func load_character(file_name: String) -> void:
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_player_file_name = file_name
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func place_player(player: Entity) -> void:
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_player = player
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if (_player == null):
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return
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if !generated:
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build()
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_player.get_body().transform = entrance_position
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call_deferred("update_visibility")
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func build():
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randomize()
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build_level()
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@ -65,8 +77,9 @@ func load_character(file_name: String) -> void:
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var start_room = rooms.front()
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var player_x = start_room.position.x + 1 + randi() % int(start_room.size.x - 2)
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var player_y = start_room.position.y + 1 + randi() % int(start_room.size.y - 2)
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var pos : Vector3 = Vector3(player_x * tile_size + tile_size / 2, player_y * tile_size + tile_size / 2, 0)
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_player = ESS.entity_spawner.load_player(_player_file_name, pos, 1) as Entity
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entrance_position.origin = Vector2(player_x * tile_size + tile_size / 2, player_y * tile_size + tile_size / 2)
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# _player = ESS.entity_spawner.load_player(_player_file_name, pos, 1) as Entity
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#Server.sset_seed(_player.sseed)
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#Place enemies
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@ -85,14 +98,13 @@ func load_character(file_name: String) -> void:
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if !blocked:
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var t = tile_to_pixel_center(x, y)
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var enemy = ESS.entity_spawner.spawn_mob(1, 1, Vector3(t.x, t.y, 0))
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var enemy = ESS.entity_spawner.spawn_mob(1, 1, Vector3(t.x, t.y, 0), get_path())
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enemies.append(enemy)
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tile_map.update_dirty_quadrants()
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call_deferred("update_visibility")
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generated = true
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func player_moved():
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_player.update(1)
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@ -103,6 +115,12 @@ func player_moved():
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call_deferred("update_visibility")
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func update_visibility():
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if !visible:
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return
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if tile_map.collision_layer == 2:
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return
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if _player == null:
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return
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@ -112,7 +130,7 @@ func update_visibility():
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return
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var tp : Vector2 = body.get_tile_position()
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var space_state : Physics2DDirectSpaceState = get_world_2d().direct_space_state
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for x in range(level_size.x):
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@ -122,7 +140,7 @@ func update_visibility():
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var y_dir = 1 if y < tp.y else -1
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var test_point = tile_to_pixel_center(x, y) + Vector2(x_dir, y_dir) * tile_size / 2
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var occlusion = space_state.intersect_ray(body.transform.origin, test_point)
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var occlusion = space_state.intersect_ray(body.transform.origin, test_point, [], 1)
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if !occlusion || (occlusion.position - test_point).length() < 1:
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visibility_map.set_cell(x, y, -1)
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@ -133,11 +151,15 @@ func update_visibility():
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if !b.visible:
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var pos : Vector2 = b.transform.origin
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var occlusion = space_state.intersect_ray(body.transform.origin, pos)
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var occlusion = space_state.intersect_ray(body.transform.origin, pos, [], 1)
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if !occlusion:
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b.set_visibility(true)
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e.sets_target(_player)
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# tile_map.update_dirty_quadrants()
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# visibility_map.update_dirty_quadrants()
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func clear_path(tile):
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var new_point = nav_graph.get_available_point_id()
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@ -425,12 +447,6 @@ func set_tile(x, y, type):
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if type == Tile.Floor:
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clear_path(Vector2(x, y))
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func save() -> void:
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if _player == null or _player_file_name == "":
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return
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ESS.entity_spawner.save_player(_player, _player_file_name)
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func _generation_finished():
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@ -456,3 +472,20 @@ func set_editor_generate(value : bool) -> void:
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pass
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_editor_generate = value
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func on_visibility_changed():
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if visible:
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if tile_map.collision_layer != 1:
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tile_map.collision_layer = 1
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else:
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if tile_map.collision_layer != 2:
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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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if b.visible:
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b.set_visibility(false)
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e.sets_target(null)
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@ -132,8 +132,8 @@ func switch_scene(scene : int) -> void:
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current_scene = gs
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elif scene == StartSceneTypes.WORLD:
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# var gs : Node = world_scene.instance()
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var gs : Node = get_world().instance()
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var gs : Node = world_scene.instance()
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# var gs : Node = get_world().instance()
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add_child(gs)
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gs.owner = self
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@ -163,7 +163,7 @@ class ModulePathSorter:
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return false
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func get_world():
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return worlds[curent_style]
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return world_scene
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func get_world_scale():
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return world_scales[curent_style]
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76
game/scenes/World.gd
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76
game/scenes/World.gd
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@ -0,0 +1,76 @@
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extends Node2D
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var _player_file_name : String
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var _player : Entity
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export(Array, NodePath) var level_paths : Array
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var levels : Array
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var current_level : int = -1
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func _ready():
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for lp in level_paths:
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var l = get_node(lp)
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if l.visible:
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l.hide()
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levels.append(l)
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func _unhandled_key_input(event):
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if event.scancode == KEY_M and event.pressed:
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var l : int = current_level + 1
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if l >= levels.size():
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l = 0
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switch_to_level(l)
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func switch_to_level(level_index : int):
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_player.get_body().hide()
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if current_level != -1:
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levels[current_level].hide()
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current_level = level_index
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levels[current_level].show()
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if _player.get_parent():
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_player.get_parent().place_player(null)
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_player.get_parent().remove_child(_player)
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levels[current_level].add_child(_player)
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levels[current_level].place_player(_player)
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# _player.get_body().world = levels[current_level]
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_player.get_body().show()
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func load_character(file_name: String) -> void:
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_player_file_name = file_name
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_player = ESS.entity_spawner.load_player(_player_file_name, Vector3.ZERO, 1) as Entity
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_player.get_body().hide()
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#Server.sset_seed(_player.sseed)
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call_deferred("switch_to_level", 0)
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func save() -> void:
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if _player == null or _player_file_name == "":
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return
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ESS.entity_spawner.save_player(_player, _player_file_name)
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#so body won't have to check things every time
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func pixel_to_tile(x, y):
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return Vector2.ZERO
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func tile_to_pixel_center(x, y):
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return Vector2.ZERO
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func is_position_walkable(x : int, y : int) -> bool:
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return false
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func get_enemy_at_tile(x : int, y : int) -> Entity:
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return null
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func place_player(player: Entity) -> void:
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return
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@ -1,63 +0,0 @@
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://scripts/settings/DirectionalLightSettings.gd" type="Script" id=3]
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[sub_resource type="ProceduralSky" id=1]
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sky_top_color = Color( 0.435294, 0.423529, 0.313726, 1 )
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sky_horizon_color = Color( 0.309804, 0.317647, 0.219608, 1 )
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sky_curve = 0.263535
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sky_energy = 0.3
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ground_bottom_color = Color( 0.196078, 0.152941, 0.152941, 1 )
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ground_horizon_color = Color( 0.223529, 0.192157, 0.164706, 1 )
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ground_curve = 0.101965
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ground_energy = 0.4
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sun_color = Color( 0.356863, 0.313726, 0.219608, 1 )
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sun_latitude = 39.71
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sun_longitude = -8.09
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sun_angle_min = 0.0
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sun_angle_max = 23.15
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sun_energy = 9.29
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texture_size = 0
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[sub_resource type="Environment" id=2]
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background_mode = 2
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background_sky = SubResource( 1 )
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ambient_light_color = Color( 0.870588, 0.870588, 0.870588, 1 )
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ambient_light_energy = 1.67
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ambient_light_sky_contribution = 0.09
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fog_enabled = true
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fog_color = Color( 0.184314, 0.207843, 0.156863, 1 )
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fog_sun_color = Color( 0.196078, 0.266667, 0.309804, 1 )
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fog_sun_amount = 0.53
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fog_depth_begin = 155.9
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fog_depth_end = 379.9
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fog_depth_curve = 1.18921
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tonemap_mode = 2
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tonemap_exposure = 0.83
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auto_exposure_max_luma = 7.33
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ss_reflections_enabled = true
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ssao_enabled = true
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glow_levels/3 = false
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glow_intensity = 1.6
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glow_strength = 1.1
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glow_bloom = 0.1
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glow_hdr_luminance_cap = 1.0
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[node name="World" type="Spatial" groups=[
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"save",
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]]
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource( 2 )
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__meta__ = {
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"_editor_description_": ""
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}
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[node name="DirectionalLight" type="DirectionalLight" parent="."]
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transform = Transform( -0.797163, 0.45442, 0.397535, 0.124932, -0.520028, 0.844963, 0.590697, 0.723238, 0.357776, 0, 18.834, 0 )
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layers = 3
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light_color = Color( 1, 0.878431, 0.878431, 1 )
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light_energy = 0.87
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light_specular = 0.65
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shadow_bias = 0.07
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script = ExtResource( 3 )
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File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
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