This commit is contained in:
2026-03-13 22:00:02 -05:00
parent 90241d6830
commit 6738e8d217
676 changed files with 15819 additions and 78 deletions

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extends Node
signal SitOnBenchTriggered(position: Vector2, sitting_direction: Enums.Directions)
@export var player: CharacterBody2D
var benches_in_range: Array[WoodenBench] = []
# Public Methods
func OnPlayerInteractScannerAreaEntered(area: Area2D) -> void:
var parent := area.get_parent()
if parent == null or parent is not WoodenBench or benches_in_range.has(parent):
return
benches_in_range.append(parent)
func OnPlayerInteractScannerAreaExited(area: Area2D) -> void:
var parent = area.get_parent()
if parent == null or parent is not WoodenBench or !benches_in_range.has(parent):
return
benches_in_range.erase(parent)
func OnPlayerInteractionActionTriggered() -> void:
if benches_in_range.is_empty():
return
var bench := benches_in_range[0]
var sitting_spots_container := bench.get_node("Sitting Spots") as Node2D
var sitting_spot_markers := sitting_spots_container.get_children()
var closest_marker: Marker2D
var distance_to_player := 9999.0
for node in sitting_spot_markers:
var marker := node as Marker2D
var distance := marker.global_position.distance_to(player.global_position)
if distance < distance_to_player:
closest_marker = marker
distance_to_player = distance
if !closest_marker:
return
SitOnBenchTriggered.emit(closest_marker.global_position, Enums.Directions.DOWN)
# Private Methods
func _ready() -> void:
var all_players := get_tree().get_nodes_in_group("Player Group")
if all_players == null or all_players.is_empty():
return
for player_node in all_players:
var player := player_node as PlayerCharacter
player.InteractScannerAreaEntered.connect(OnPlayerInteractScannerAreaEntered)
player.InteractScannerAreaExited.connect(OnPlayerInteractScannerAreaExited)
player.InteractionActionTriggered.connect(OnPlayerInteractionActionTriggered)

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uid://c5yjcjk51l4bd

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extends Area2D
@export var camera_to_limit: Camera2D
@export var auto_limit := true
func _ready() -> void:
if camera_to_limit == null or !auto_limit or get_child_count() == 0:
return
var collision_shape: CollisionShape2D = get_children()[0]
if collision_shape.shape is not RectangleShape2D:
return
var limits := _get_normalized_limits(collision_shape)
camera_to_limit.limit_left = limits.position.x
camera_to_limit.limit_top = limits.position.y
camera_to_limit.limit_right = limits.end.x
camera_to_limit.limit_bottom = limits.end.y
func _get_normalized_limits(collision_shape: CollisionShape2D) -> Rect2i:
var rectangle_shape := collision_shape.shape as RectangleShape2D
var rect_position := collision_shape.position
var size := rectangle_shape.size
var begin := rect_position - size / 2
return Rect2(begin.x, begin.y, size.x, size.y)

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uid://kfupww4frb1r

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extends Node
# Drop-in that automatically connects signals from player to chest objects
signal ChestInteractedWith(chest: BaseChest)
signal OpeningOfOpenedChestAttempted
@export var auto_connect_all_chests := true
var chests_in_range: Array[BaseChest] = []
# Public Methods
func OnPlayerInteractScannerAreaEntered(area: Area2D) -> void:
var chest = area.get_parent()
if chest == null or chest is not BaseChest:
return
if chests_in_range.has(chest):
return
chests_in_range.append(chest)
func OnPlayerInteractScannerAreaExited(area: Area2D) -> void:
var chest = area.get_parent()
if chest == null or chest is not BaseChest:
return
if !chests_in_range.has(chest):
return
chests_in_range.erase(chest)
func OnPlayerInteractionActionTriggered() -> void:
if chests_in_range.is_empty():
return
var chest := chests_in_range[0]
if !chest.is_open:
chest.Open()
else:
chest.OpenAlreadyOpened()
OpeningOfOpenedChestAttempted.emit()
# Private Methods
func _ready() -> void:
var all_players := get_tree().get_nodes_in_group("Player Group")
if all_players == null or all_players.is_empty():
return
for player_node in all_players:
var player := player_node as PlayerCharacter
player.InteractScannerAreaEntered.connect(OnPlayerInteractScannerAreaEntered)
player.InteractScannerAreaExited.connect(OnPlayerInteractScannerAreaExited)
player.InteractionActionTriggered.connect(OnPlayerInteractionActionTriggered)

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uid://dw76slp457s1v

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extends Node
@export var player: PlayerCharacter
# Public Methods
func OnPlayerAreaEntered(area: Area2D) -> void:
pass
# Private Methods
func _ready() -> void:
pass

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uid://dbscr0b7k3rtp

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extends Node
var _zones_in_range: Array[InteractiveLoadingZone] = []
# Public Methods
func OnPlayerInteractScannerAreaEntered(area: Area2D) -> void:
if area is not InteractiveLoadingZone or _zones_in_range.has(area):
return
_zones_in_range.append(area)
func OnPlayerInteractScannerAreaExited(area: Area2D) -> void:
if area is not InteractiveLoadingZone or !_zones_in_range.has(area):
return
_zones_in_range.erase(area)
func OnPlayerInteractionActionTriggered() -> void:
if _zones_in_range.is_empty():
return
var zone := _zones_in_range[0]
zone.Activate()
# Private Methods
func _ready() -> void:
var all_players := get_tree().get_nodes_in_group("Player Group")
if all_players == null or all_players.is_empty():
return
for player_node in all_players:
var player := player_node as PlayerCharacter
player.InteractScannerAreaEntered.connect(OnPlayerInteractScannerAreaEntered)
player.InteractScannerAreaExited.connect(OnPlayerInteractScannerAreaExited)
player.InteractionActionTriggered.connect(OnPlayerInteractionActionTriggered)

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uid://d3hhbegfxdnqq

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extends Node
@export var player: CharacterBody2D
@export var markers: Node2D
# Public Methods
func _ready() -> void:
var marker_name := MapLoader.GetSpawnMarker()
if !marker_name:
return
for child in markers.get_children():
if child.name == marker_name:
var marker := child as Marker2D
var position := marker.global_position
player.position = position

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uid://dkcsftcdqtmg