beta-1.4/persistence-implementation (#3)
Reviewed-on: #3
This commit was merged in pull request #3.
This commit is contained in:
@@ -1,6 +1,7 @@
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extends StaticBody2D
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class_name BaseChest
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signal ChestOpened
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signal OpeningAnimationStarted
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@export var is_open := false
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@@ -8,7 +9,12 @@ signal OpeningAnimationStarted
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# Public Methods
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func Open() -> void:
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is_open = true
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ChestOpened.emit()
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func OpenAlreadyOpened() -> void:
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pass
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func SetOpenedFromLoad() -> void:
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is_open = true
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@@ -27,6 +27,11 @@ func OpenAlreadyOpened() -> void:
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already_opened_message_dialogue_trigger.Trigger()
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func SetOpenedFromLoad() -> void:
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super.SetOpenedFromLoad()
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chest_01_sprite.play("opened")
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# Private Methods
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func _ready() -> void:
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if is_open:
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@@ -1,5 +1,7 @@
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extends StaticBody2D
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signal Opened
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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var collision_shape_2d: CollisionShape2D = $CollisionShape2D
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@@ -15,3 +17,5 @@ func OpenGate() -> void:
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collision_shape_2d.set_deferred("disabled", true)
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sprite.play("open")
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Opened.emit()
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@@ -395,6 +395,6 @@ shape = SubResource("RectangleShape2D_5ttkm")
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y_sort_enabled = true
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position = Vector2(0, 15)
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sprite_frames = SubResource("SpriteFrames_pki7h")
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animation = &"closed"
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animation = &"open"
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autoplay = "closed"
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offset = Vector2(0, -15)
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@@ -4,6 +4,9 @@ extends Node2D
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@export var spawn_markers: Node2D
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@export var destination_markers: Node2D
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# Debug
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@export var should_log_schedule := false
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@export_range(0.0, 60.0) var minimum_schedule_gap := 20.0
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@export_range(1.0, 61.0) var maximum_schedule_gap := 60.0
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@@ -25,7 +28,8 @@ func _ready() -> void:
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# At spawn, we might want to spawn some leaves sooner...
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_spawn_schedule -= randf_range(0.0, _spawn_schedule)
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_spawn_schedule = max(0, _spawn_schedule)
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print("%s - Leaf Spawn Schedule: %f" % [get_parent().name, _spawn_schedule])
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_log_schedule()
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func _process(delta: float) -> void:
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@@ -33,6 +37,7 @@ func _process(delta: float) -> void:
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if _spawn_timer >= _spawn_schedule:
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_spawn_timer = 0.0
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_set_random_spawn_schedule()
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_log_schedule()
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var spawn := _get_random_spawn_point()
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var destination := _get_random_destination_point()
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@@ -76,3 +81,8 @@ func _get_random_destination_point() -> Vector2:
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var offset := Vector2(randf_range(-5.0, 5.0), randf_range(-5.0, 5.0))
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return marker.position + offset
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func _log_schedule() -> void:
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if should_log_schedule:
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print("%s - Leaf Spawn Schedule: %f" % [get_parent().name, _spawn_schedule])
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