Level transition changes. Wish I could do better than a string but resources and packescenes just not working.
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assets_tmp/elevator.png
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/elevator.png-1f928bcc3f839b22a2d6879c8e92f1f0.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets_tmp/elevator.png"
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dest_files=[ "res://.import/elevator.png-1f928bcc3f839b22a2d6879c8e92f1f0.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=false
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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assets_tmp/mmz1_door.png
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assets_tmp/mmz1_door.png
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assets_tmp/mmz1_door.png.import
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/mmz1_door.png-579031ede58c9d4541d47c3e98f79062.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets_tmp/mmz1_door.png"
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dest_files=[ "res://.import/mmz1_door.png-579031ede58c9d4541d47c3e98f79062.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=false
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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@ -52,11 +52,11 @@ func stop_music():
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if juke_box.playing:
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if juke_box.playing:
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juke_box.stop()
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juke_box.stop()
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func change_level(_level_name :String, _position_name :String):
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func change_level(_level_path :String, _position_name :String):
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print("res://src/levels/" + _level_name + ".tscn" )
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#print("res://src/levels/" + _level_name + ".tscn" )
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var SceneTransition = get_node("/root/Main/ViewportContainer/Viewport/SceneTransition")
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var SceneTransition = get_node("/root/Main/ViewportContainer/Viewport/SceneTransition")
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#var simultaneous_scene = preload("res://levels/level2.tscn").instance()
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#var simultaneous_scene = preload("res://levels/level2.tscn").instance()
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var new_level = load("res://src/levels/" + _level_name + ".tscn" ).instance()
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var new_level = load( _level_path ).instance()
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#print (get_tree().get_root().get_children())
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#print (get_tree().get_root().get_children())
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for l in viewport.get_children():
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for l in viewport.get_children():
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@ -1,8 +1,8 @@
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[gd_scene load_steps=15 format=2]
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[gd_scene load_steps=15 format=2]
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[ext_resource path="res://lib/templates/Interactable/Interactable_Template.tscn" type="PackedScene" id=1]
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[ext_resource path="res://lib/templates/Interactable/Interactable_Component.tscn" type="PackedScene" id=1]
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[ext_resource path="res://src/Interactables/Door.gd" type="Script" id=2]
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[ext_resource path="res://src/Interactables/Door.gd" type="Script" id=2]
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[ext_resource path="res://assets/mmz1_door.png" type="Texture" id=3]
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[ext_resource path="res://assets_tmp/mmz1_door.png" type="Texture" id=3]
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[sub_resource type="AtlasTexture" id=1]
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[sub_resource type="AtlasTexture" id=1]
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atlas = ExtResource( 3 )
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atlas = ExtResource( 3 )
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@ -4,16 +4,27 @@ extends Interactable
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## Things like 'door_right', 'stairs'
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## Things like 'door_right', 'stairs'
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## helps the Player object pick an appropriate animation
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## helps the Player object pick an appropriate animation
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export var _transition_type := 'door_right'
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export var _transition_type := 'door_right'
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export var _destination_level_name: String
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#export var _destination_level_name: String
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export(String, FILE, "*.tscn") var _destination_level
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#export var _foo: FileDialog
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export var _destination_position_name := 'PlayerStart'
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export var _destination_position_name := 'PlayerStart'
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# Declare member variables here. Examples:
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# Declare member variables here. Examples:
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# var a = 2
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# var a = 2
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# var b = "text"
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# var b = "text"
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##TODO: I'd really like to verify the pact scene is a level but I can't until its instanced.
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#func _ready():
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# print(_destination_level.)
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# print(_destination_level.get_state(), _destination_level.get_class() , _destination_level.get_state().get_node_type(1))
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# print_debug(_destination_level._bundled)
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#
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# assert(_destination_level.get_state().get_node_type(0) == 'Level')
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func trigger_interaction():
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func trigger_interaction():
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# This is something that should maybe be extended for every differant interactible.
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# This is something that should maybe be extended for every differant interactible.
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# They could inherit from this base class and implement this function.
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# They could inherit from this base class and implement this function.
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print("Okay, I'll transition the level now!")
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print("Okay, I'll transition the level now!")
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LevelInfo.change_level(_destination_level_name, _destination_position_name)
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#LevelInfo.change_level(_destination_level_name, _destination_position_name)
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LevelInfo.change_level(_destination_level, _destination_position_name)
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@ -51,7 +51,7 @@ position = Vector2( -13, 28 )
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[node name="LevelTransition" parent="." index="6" instance=ExtResource( 4 )]
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[node name="LevelTransition" parent="." index="6" instance=ExtResource( 4 )]
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position = Vector2( -12, 31 )
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position = Vector2( -12, 31 )
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_transition_type = "door_left"
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_transition_type = "door_left"
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_destination_level_name = "TestBox"
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_destination_level = "res://src/levels/TestBox.tscn"
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_destination_position_name = "EnterRight"
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_destination_position_name = "EnterRight"
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[node name="CollisionShape2D" type="CollisionShape2D" parent="LevelTransition" index="0"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="LevelTransition" index="0"]
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@ -80,7 +80,7 @@ shape = SubResource( 1 )
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[node name="LevelTransition" parent="." index="5" instance=ExtResource( 4 )]
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[node name="LevelTransition" parent="." index="5" instance=ExtResource( 4 )]
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position = Vector2( 1032, 112 )
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position = Vector2( 1032, 112 )
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_destination_level_name = "CloneBox"
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_destination_level = "res://src/levels/CloneBox.tscn"
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_destination_position_name = "EnterLeft"
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_destination_position_name = "EnterLeft"
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[node name="CollisionShape2D" type="CollisionShape2D" parent="LevelTransition" index="0"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="LevelTransition" index="0"]
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