2020-10-26 12:21:11 +00:00
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extends Node2D
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class_name Level
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signal level_exited
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signal level_ready
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var _player:Player
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var _camera:CameraGame
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var is_active_level := false
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export var game_state = GameState.States.GAME
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export var level_entry_point := Vector2.ZERO
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export var level_exit_point := Vector2.ZERO
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2020-10-30 13:05:56 +00:00
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var level_coords :=Vector2.ZERO
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export(Vector2) var prev_level = null
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2020-10-26 12:21:11 +00:00
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export var camer_limits := {
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"top": 0,
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"right": 400,
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"bottom": 400,
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"left": 0,
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}
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func _ready():
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pass
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2020-10-30 13:05:56 +00:00
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func _set_active(activated:bool, prev_level_:Vector2):
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is_active_level = activated
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self.prev_level = prev_level_
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2020-10-26 12:21:11 +00:00
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if activated:
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2020-10-30 13:05:56 +00:00
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for warp in _get_all_warps():
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warp.connect("player_entered", self, "_on_WarpZone_player_entered")
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2020-10-26 12:21:11 +00:00
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emit_signal("level_ready")
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2020-10-30 13:05:56 +00:00
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func set_player(player:Player, is_entering:bool, spesific_position=null):
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2020-10-26 12:21:11 +00:00
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_player = player
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_camera = _player.get_camera()
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_set_camera_limits()
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2020-10-30 13:05:56 +00:00
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_set_player_position(is_entering, spesific_position)
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2020-10-26 12:21:11 +00:00
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add_child(player)
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func remove_player():
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remove_child(_player)
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_camera = null
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_player = null
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func _set_camera_limits():
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_camera.limit_top = camer_limits.top
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_camera.limit_right = camer_limits.right
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_camera.limit_bottom = camer_limits.bottom
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_camera.limit_left = camer_limits.left
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2020-10-30 13:05:56 +00:00
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func _set_player_position(is_entering:bool, spesific_position=null):
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if spesific_position != null:
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_player.position = spesific_position
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else:
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_player.position = level_entry_point if is_entering else level_exit_point
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2020-10-26 12:21:11 +00:00
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_player.face_player(is_entering)
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_player.respawn_position = _player.position
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2020-10-30 13:05:56 +00:00
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2020-10-26 12:21:11 +00:00
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2020-10-30 13:05:56 +00:00
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func _on_WarpZone_player_entered(is_exit, to_coords, position) -> void:
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print("_on_WarpZone_player_entered is_exit=%s to_coord=%s position=%s" % [is_exit, to_coords, position])
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2020-10-26 12:21:11 +00:00
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self.is_active_level = false;
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2020-10-30 13:05:56 +00:00
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emit_signal("level_exited", is_exit, to_coords)
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2020-10-26 12:21:11 +00:00
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pass # Replace with function body.
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2020-10-30 13:05:56 +00:00
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func _get_all_warps():
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var warps := []
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for node in get_children():
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if node.is_in_group("WarpZones"):
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warps.push_back(node)
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return warps
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