wrap player position inside of loop size
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b31313ed96
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2 changed files with 42 additions and 8 deletions
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@ -13,6 +13,29 @@ var v_press_tick: int = 0 ## last time vertical axis was pressed
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var speed_mult: float = 1.0
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var speed_mult: float = 1.0
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var room: Room
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var x_min_wrap: float
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var x_max_wrap: float
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var y_min_wrap: float
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var y_max_wrap: float
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var wrapping: bool
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func _ready() -> void:
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# TODO: better way to get current room (signal maybe?)
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room = get_parent() as Room
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assert(room != null, "no room attached")
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if room.config.loopable:
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x_min_wrap = room.config.loop_size.position.x
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x_max_wrap = room.config.loop_size.size.x
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y_min_wrap = room.config.loop_size.position.y
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y_max_wrap = room.config.loop_size.size.y
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wrapping = true if room.config.loopable else false
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EventBus.connect("room_loop_toggled", _on_loop_toggled)
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func _input(event: InputEvent) -> void:
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("move_left") or event.is_action_pressed("move_right"):
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if event.is_action_pressed("move_left") or event.is_action_pressed("move_right"):
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@ -28,13 +51,20 @@ func get_movement_vector() -> Vector2:
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if absf(x_strength) < DEADZONE and absf(y_strength) < DEADZONE:
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if absf(x_strength) < DEADZONE and absf(y_strength) < DEADZONE:
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return Vector2.ZERO
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return Vector2.ZERO
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if absf(x_strength) < DEADZONE:
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if absf(x_strength) < DEADZONE: return Vector2(0, signf(y_strength))
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return Vector2(0, signf(y_strength))
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if absf(y_strength) < DEADZONE: return Vector2(signf(x_strength), 0)
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if absf(y_strength) < DEADZONE:
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return Vector2(signf(x_strength), 0)
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# use most recent axis press
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# use most recent axis press
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if h_press_tick > v_press_tick:
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if h_press_tick > v_press_tick: return Vector2(signf(x_strength), 0)
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return Vector2(signf(x_strength), 0)
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else: return Vector2(0, signf(y_strength))
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else:
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return Vector2(0, signf(y_strength))
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func _on_loop_toggled(enabled: bool, loop_size: Rect2i) -> void:
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if enabled:
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x_min_wrap = loop_size.position.x
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x_max_wrap = loop_size.size.x
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y_min_wrap = loop_size.position.y
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y_max_wrap = loop_size.size.y
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wrapping = true
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else: wrapping = false
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@ -13,6 +13,10 @@ func _state_physics_update(_delta: float) -> void:
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player.velocity = direction * player.max_speed * player.speed_mult
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player.velocity = direction * player.max_speed * player.speed_mult
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player.move_and_slide()
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player.move_and_slide()
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if player.wrapping:
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player.position.x = wrapf(player.position.x, player.x_min_wrap, player.x_max_wrap)
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player.position.y = wrapf(player.position.y, player.y_min_wrap, player.y_max_wrap)
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#endregion
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#endregion
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if watch_state([WALKING]): return
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if watch_state([WALKING]): return
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