look like it works now, i did a workaround, dunno what this issue was 💀
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parent
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8 changed files with 64 additions and 44 deletions
31
braincell.gd
31
braincell.gd
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@ -3,6 +3,8 @@ extends CharacterBody2D
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const SPEED = 170.0
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const JUMP_VELOCITY = -400.0
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var ready_to_door : bool = true
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@export var doorBox : Area2D
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func _physics_process(delta: float) -> void:
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@ -16,22 +18,33 @@ func _physics_process(delta: float) -> void:
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_vector("left","right","up","down")
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if direction:
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if direction and Router.player_mode:
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velocity = direction * SPEED
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else:
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velocity = velocity.move_toward(Vector2(0,0), SPEED)
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move_and_slide()
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if !doorBox.has_overlapping_areas():
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ready_to_door = true
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func _on_door_box_area_entered(area: Area2D) -> void:
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print(area.name)
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if area.name == "DoorIn":
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global_position = area.get_parent().get_parent().door_out_node.global_position
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Router.activate_seg.emit(Router.cur_id + 1)
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# +1 seg
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elif area.name == "DoorOut":
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global_position = area.get_parent().get_parent().door_in_node.global_position
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Router.activate_seg.emit(Router.cur_id - 1)
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# -1 seg
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if ready_to_door:
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if area.name == "DoorIn":
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global_position = area.get_parent().get_parent().door_out_node.global_position
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#Router.activate_seg.emit(Router.cur_id + 1)
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if (area.get_parent().get_parent().prev_seg):
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Router.activate_seg.emit(area.get_parent().get_parent().prev_seg.seg_id)
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ready_to_door = false
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# +1 seg
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elif area.name == "DoorOut":
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global_position = area.get_parent().get_parent().door_in_node.global_position
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if (area.get_parent().get_parent().this_seg):
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Router.activate_seg.emit(area.get_parent().get_parent().this_seg.seg_id)
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ready_to_door = false
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#Router.activate_seg.emit(Router.cur_id - 1)
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# -1 seg
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