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No commits in common. "1ae389ff42d3edf0950c95925e3d3824412d4e55" and "cbc83e8d20e84f38b2f5305a43c5a2c7078e884c" have entirely different histories.
1ae389ff42
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cbc83e8d20
12 changed files with 3 additions and 50 deletions
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@ -14,11 +14,6 @@ config/name="girl will never sing again"
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config/features=PackedStringArray("4.5", "GL Compatibility")
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config/icon="uid://4aq8ekc6sruc"
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[autoload]
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GameDirector="*res://scenes/autoload/game_director.gd"
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EventBus="*res://scenes/autoload/event_bus.gd"
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[debug]
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gdscript/warnings/untyped_declaration=2
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@ -1,7 +1,7 @@
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@tool class_name RoomConfig extends Resource
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#@export var size: Vector2i = Vector2i.ZERO
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@export var size: Vector2i = Vector2i.ZERO
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@export var follow_player: bool = true
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@export var camera_position: Vector2i = Vector2i.ZERO
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@ -1,8 +0,0 @@
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# TODO: better name
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class_name Waypoint
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extends Resource
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#@export var from_scene: PackedScene
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@export var to_scene: PackedScene
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@export var spawn_coordinates: Vector2i
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@ -1 +0,0 @@
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uid://cbj1m2pm266x1
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@ -1,5 +0,0 @@
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extends Node
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@warning_ignore("unused_signal")
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signal room_changed(previous_room: StringName, next_room: StringName, waypoint: Waypoint)
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@ -1 +0,0 @@
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uid://bmfdu1fyum1nf
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@ -1,23 +0,0 @@
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extends Node
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func goto_room(previous_room: Room, waypoint: Waypoint) -> void:
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print("changing rooms")
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# for signal
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var prev_name: StringName
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var next_name: StringName
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prev_name = previous_room.name
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# wait until previous room is freed
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await previous_room.tree_exited
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# instantiate next room and set room variables
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var next_room: Room = waypoint.to_scene.instantiate()
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next_name = next_room.name
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next_room.initial_spawn = waypoint.spawn_coordinates
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get_tree().root.add_child(next_room)
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# notify event bus
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EventBus.room_changed.emit(prev_name, next_name, waypoint)
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@ -1 +0,0 @@
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uid://b4ydqderhu3mr
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@ -9,7 +9,7 @@ func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
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func _state_physics_update(_delta: float) -> void:
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#region player physics
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var direction: Vector2 = player.get_movement_vector()
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#direction = direction.normalized() # unneeded with 4 way movement
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direction = direction.normalized()
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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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@ -6,9 +6,7 @@ class_name Room extends Node2D
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@onready var camera: RoomCamera = $RoomCamera
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@onready var director: StateMachine = $RoomDirector
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# TODO: better alternatice to preloading as i add functionality?
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# https://theduriel.github.io/Godot/Do-not-use---Preload
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var player_scene: PackedScene = preload("uid://cqm5besqgsb7x")
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var player_scene: PackedScene = preload("res://scenes/player/player.tscn")
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var player: Player
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var initial_spawn: Vector2i = Vector2i(16,16)
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@ -8,7 +8,6 @@
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[ext_resource type="Script" uid="uid://ceevyto3vbq7c" path="res://scenes/room/states/room_paused.gd" id="6_gui0a"]
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[node name="Room" type="Node2D"]
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y_sort_enabled = true
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script = ExtResource("1_8xru0")
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[node name="RoomDirector" type="Node" parent="." node_paths=PackedStringArray("initial_state")]
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