Level Transition enhance
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@ -7,7 +7,7 @@ extends Node
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##TODO: Should be based on screen position for starter
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##TODO: Should be based on screen position for starter
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onready var player_start_position := Vector2(50,50)
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onready var player_start_position := Vector2(50,50)
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func change_level(_level_name :String):
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func change_level(_level_name :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/SceneTransition")
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var SceneTransition = get_node("/root/Main/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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@ -23,6 +23,8 @@ func change_level(_level_name :String):
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get_node("/root/Main").add_child(new_level)
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get_node("/root/Main").add_child(new_level)
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get_node("/root/Main").move_child(new_level,1)
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get_node("/root/Main").move_child(new_level,1)
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##TODO: Probably set start position
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##TODO: Probably set start position
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if new_level.entrances.has(_position_name):
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player_start_position = new_level.entrances[_position_name].transform.origin
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print (get_node("/root/Main").get_children())
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print (get_node("/root/Main").get_children())
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SceneTransition.reset()
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SceneTransition.reset()
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#get_node("/root/Main").add_child_below_node(SceneTransition,new_level)
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#get_node("/root/Main").add_child_below_node(SceneTransition,new_level)
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@ -4,7 +4,7 @@ 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_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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@ -16,4 +16,4 @@ 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("CloneBox")
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LevelInfo.change_level(_destination_level_name, _destination_position_name)
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@ -20,7 +20,7 @@ collision_mask = 0
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tile_data = PoolIntArray( 524288, 0, 2, 524307, 0, 3 )
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tile_data = PoolIntArray( 524288, 0, 2, 524307, 0, 3 )
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[node name="PlayerStart" parent="." index="3"]
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[node name="PlayerStart" parent="." index="3"]
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position = Vector2( -7, 28 )
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position = Vector2( 147, 18 )
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[node name="Hitbox_Component" parent="." index="4" instance=ExtResource( 3 )]
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[node name="Hitbox_Component" parent="." index="4" instance=ExtResource( 3 )]
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damage_amount = 10
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damage_amount = 10
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@ -36,3 +36,6 @@ color = Color( 1, 0, 0, 1 )
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modulate = Color( 1, 0, 0, 1 )
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modulate = Color( 1, 0, 0, 1 )
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position = Vector2( 213, 45 )
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position = Vector2( 213, 45 )
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shape = SubResource( 1 )
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shape = SubResource( 1 )
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[node name="EnterLeft" type="Position2D" parent="." index="5"]
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position = Vector2( -13, 28 )
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@ -42,6 +42,8 @@ position = Vector2( 268, 119 )
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shape = SubResource( 1 )
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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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_destination_level_name = "CloneBox"
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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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modulate = Color( 1, 0, 1, 1 )
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modulate = Color( 1, 0, 1, 1 )
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