remove redundant atlas id code
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a103f080c6
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1 changed files with 1 additions and 4 deletions
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@ -5,7 +5,6 @@ signal block_hit(tile_pos: Vector2i, hits_left: int)
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signal block_destroyed(tile_pos: Vector2i)
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signal block_destroyed(tile_pos: Vector2i)
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## Atlas in which the destructable blocks are stored.
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## Atlas in which the destructable blocks are stored.
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@export var block_source_id: int = 4
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@export var max_hits: int = 4
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@export var max_hits: int = 4
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var hit_counts: Dictionary[Vector2i, int] = {}
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var hit_counts: Dictionary[Vector2i, int] = {}
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@ -14,8 +13,6 @@ var hit_counts: Dictionary[Vector2i, int] = {}
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## Returns true if block is destroyed.
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## Returns true if block is destroyed.
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func hit_tile(coords: Vector2i) -> bool:
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func hit_tile(coords: Vector2i) -> bool:
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var source_id: int = get_cell_source_id(coords)
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var source_id: int = get_cell_source_id(coords)
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if source_id != block_source_id:
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return false # not destructible
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var current_atlas: Vector2i = get_cell_atlas_coords(coords)
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var current_atlas: Vector2i = get_cell_atlas_coords(coords)
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var row: int = current_atlas.y
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var row: int = current_atlas.y
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@ -31,7 +28,7 @@ func hit_tile(coords: Vector2i) -> bool:
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else:
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else:
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# damage
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# damage
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var new_atlas: Vector2i = Vector2i(hits, row) # column=hits, row=same color
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var new_atlas: Vector2i = Vector2i(hits, row) # column=hits, row=same color
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set_cell(coords, block_source_id, new_atlas)
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set_cell(coords, source_id, new_atlas)
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hit_counts[coords] = hits
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hit_counts[coords] = hits
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block_hit.emit(coords, max_hits - hits)
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block_hit.emit(coords, max_hits - hits)
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return false
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return false
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