2021-01-29 16:09:52 +00:00
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extends Node
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2021-05-22 06:44:00 +00:00
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var MainInstances = ResourceLoader.MainInstances
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2021-05-20 21:14:20 +00:00
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onready var currentLevel = $Level_00
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2021-01-29 16:09:52 +00:00
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func _ready():
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VisualServer.set_default_clear_color(Color.black)
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2021-05-22 16:33:00 +00:00
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if SaverLoader.is_loading:
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SaverLoader.load_game()
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SaverLoader.is_loading = false
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2021-05-22 06:44:00 +00:00
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MainInstances.Player.connect("hit_door", self, "_on_Player_hit_door")
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func _on_Player_hit_door(door):
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# Executes the function after the current tick of the game is done, to make
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# sure everything is ready to be switched since we're doing calculations
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# based on the current level
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call_deferred("change_levels", door)
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func change_levels(door):
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var offset = currentLevel.position
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currentLevel.queue_free()
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var NewLevel = load(door.new_level_path)
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var newLevel = NewLevel.instance()
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add_child(newLevel)
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var newDoor = get_door_with_connection(door)
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var exit_position = newDoor.position - offset
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newLevel.position = door.position - exit_position
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func get_door_with_connection(outgoingDoor):
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var doors = get_tree().get_nodes_in_group("Door")
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for door in doors:
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if door.connection == outgoingDoor.connection and door != outgoingDoor:
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return door
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return null
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