LevelInfo fixes and camera cleanup
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@ -58,7 +58,6 @@ position = Vector2( 160, 90 )
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collision_layer = 0
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collision_layer = 0
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collision_mask = 256
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collision_mask = 256
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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debug_camera_guide = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="ViewportContainer/Viewport/CameraGuide"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="ViewportContainer/Viewport/CameraGuide"]
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visible = false
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visible = false
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@ -1,9 +1,12 @@
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extends Node
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extends Node
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## LevelInfo
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# Intended to allow nodes to get info about game levels and aid
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# in transition of levels.
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# Resets the camera, translates start position for players from
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# the previously loaded level to the new one.
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# Also invokes scene transition while nodes load.
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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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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@ -65,25 +68,17 @@ func change_level(_level_name :String, _position_name :String):
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#SceneTransition.transition_dissolve("foo")
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#SceneTransition.transition_dissolve("foo")
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#yield(SceneTransition,"done")
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#yield(SceneTransition,"done")
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yield(SceneTransition.transition_dissolve(), "completed")
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yield(SceneTransition.transition_dissolve(), "completed")
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if (main.debug_singletons):
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print(l)
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print(l)
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viewport.remove_child(l)
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viewport.remove_child(l)
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viewport.add_child(new_level)
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viewport.add_child(new_level)
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##TODO: make this right below scene transition
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viewport.move_child(new_level,SceneTransition.get_index() + 1)
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viewport.move_child(new_level,2)
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#get_node("/root/Main/ViewportContainer/Viewport/World").remove_child(l)
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#get_node("/root/Main/ViewportContainer/Viewport/World").add_child(new_level)
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#get_node("/root/Main/ViewportContainer/Viewport/World").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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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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player_start_position = new_level.entrances[_position_name].transform.origin
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#print (get_node("/root/Main/ViewportContainer/Viewport").get_children())
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#get_node("/root/Main/ViewportContainer/Viewport/CameraGuide").global_position = Vector2(160,90)
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SceneTransition.reset()
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SceneTransition.reset()
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camera_guide.transform.origin = Vector2(160,90)
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#camera_guide.transform.origin = Vector2(160,90)
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camera_guide.reset_position()
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camera_guide.enable_tracking()
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camera_guide.enable_tracking()
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#get_node("/root/Main").add_child_below_node(SceneTransition,new_level)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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