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1 Commits
Author | SHA1 | Date | |
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18d1b0b22d |
@ -1,4 +1,5 @@
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extends Node2D
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class_name SuperCamera
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@onready var area_2d: Area2D = $Area2D
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@onready var camera: Camera2D = $Camera2D
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@ -7,6 +8,7 @@ extends Node2D
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@export var minimum_location = 0
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@export var maximum_location = 640
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signal became_active(SuperCamera)
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var is_player_in_range = false
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var player: Node2D
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@ -29,6 +31,7 @@ func _process(delta: float) -> void:
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func _on_body_entered(body: Node2D) -> void:
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if body.name == "Player":
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became_active.emit(self)
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camera.make_current()
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player = body
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is_player_in_range = true
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32
main.gd
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32
main.gd
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@ -0,0 +1,32 @@
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extends Node2D
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@onready var bubbles_back: TileMapLayer = $BubblesBack
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@onready var bubbles_interior: TileMapLayer = $BubblesInterior
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var active_camera: SuperCamera
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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for child in get_children():
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if is_instance_of(child, SuperCamera):
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child.became_active.connect(on_camera_became_active)
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func on_camera_became_active(camera: SuperCamera):
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active_camera = camera
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func on_dialogue_started():
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bubbles_back.visible = true
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bubbles_interior.visible = true
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func on_dialogue_ended():
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bubbles_back.visible = false
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bubbles_interior.visible = false
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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bubbles_back.global_position.x = active_camera.global_position.x
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bubbles_interior.global_position.x = active_camera.global_position.x
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1
main.gd.uid
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1
main.gd.uid
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@ -0,0 +1 @@
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uid://cvtt52wodbopm
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@ -481,13 +481,13 @@ speed = 200.0
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acceleration = 0.177
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[node name="Knight" type="AnimatedSprite2D" parent="."]
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visible = false
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position = Vector2(1, -28)
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sprite_frames = SubResource("SpriteFrames_7l6ig")
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animation = &"idle"
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autoplay = "idle"
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[node name="RedHood" type="AnimatedSprite2D" parent="."]
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visible = false
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position = Vector2(11, -19)
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sprite_frames = SubResource("SpriteFrames_mmwog")
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animation = &"idle"
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1526
world_assets/bubbles.tres
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1526
world_assets/bubbles.tres
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File diff suppressed because it is too large
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