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Spawn doors on walls
This commit is contained in:
parent
3fc39f63c4
commit
eab572ff2e
2 changed files with 41 additions and 65 deletions
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@ -51,7 +51,6 @@ MaxBranchLength = 2
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MaxKeys = 2
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MaxKeys = 2
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MaxSecrets = 1
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MaxSecrets = 1
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MaxTreasures = 1
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MaxTreasures = 1
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Seed = 1
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[node name="CameraController" type="Camera2D" parent="."]
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[node name="CameraController" type="Camera2D" parent="."]
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process_mode = 1
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process_mode = 1
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@ -154,19 +154,19 @@ public partial class RogueliteRoom : Node2D
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var connected = connection is not null;
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var connected = connection is not null;
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var door = this.CreateChildOf<Door>(marker, marker.Direction switch
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{
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DoorDirections.North => DoorPrefab,
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DoorDirections.South => DoorPrefab,
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DoorDirections.East => VerticalDoorPrefab,
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DoorDirections.West => VerticalDoorPrefab,
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_ => throw new ArgumentOutOfRangeException()
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}, marker.GlobalPosition);
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door.State = DoorState.Closed;
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if (connected)
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if (connected)
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{
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{
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var door = this.CreateChildOf<Door>(marker, marker.Direction switch
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{
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DoorDirections.North => DoorPrefab,
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DoorDirections.South => DoorPrefab,
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DoorDirections.East => VerticalDoorPrefab,
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DoorDirections.West => VerticalDoorPrefab,
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_ => throw new ArgumentOutOfRangeException()
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}, marker.GlobalPosition);
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door.State = DoorState.Closed;
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_doors.Add(door);
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_doors.Add(door);
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if (doorEdge == connection.From)
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if (doorEdge == connection.From)
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@ -179,41 +179,17 @@ public partial class RogueliteRoom : Node2D
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}
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}
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else
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else
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{
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{
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GD.Print($"Door {door} connection was full: {connection.From} {connection.FromDoor} to {connection.To} {connection.ToDoor}");
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GD.Print(
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$"Door {door} connection was full: {connection.From} {connection.FromDoor} to {connection.To} {connection.ToDoor}");
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}
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}
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// if (connection.FromDoor is null && connection.ToDoor != door)
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// {
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// connection.FromDoor = door;
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// }
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// else if (connection.ToDoor is null && connection.FromDoor != door)
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// {
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// connection.ToDoor = door;
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// }
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// else
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// {
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// GD.Print($"Door {door} connection was full: {connection.From} {connection.FromDoor} to {connection.To} {connection.ToDoor}");
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// }
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_connections.Add(connection);
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_connections.Add(connection);
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// var label = new Label();
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// label.Text = $"Door Edge: {doorEdge}, {connection}";
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// label.ZIndex = 10;
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//
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// door.AddChild(label);
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}
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}
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else
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else
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{
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{
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var wall = this.CreateChild<Node2D>(WallPrefab, marker.GlobalPosition);
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// var wall = this.CreateChild<Node2D>(WallPrefab, marker.GlobalPosition);
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// var label = new Label();
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// label.Text = $"Door Edge: {doorEdge}, Neighbor: {neighborPos}";
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// label.ZIndex = 10;
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//
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// marker.AddChild(label);
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}
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}
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}
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}
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}
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}
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@ -297,8 +273,9 @@ public partial class RogueliteRoom : Node2D
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{
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{
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DoorDirections.North => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * wallIndex), 32),
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DoorDirections.North => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * wallIndex), 32),
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DoorDirections.South => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * wallIndex),
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DoorDirections.South => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * wallIndex),
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((BaseRoomSize.Y) * RoomResource.Size.Y) +2 ),
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((BaseRoomSize.Y) * RoomResource.Size.Y) + 2),
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DoorDirections.East => new Vector2((BaseRoomSize.X * RoomResource.Size.X) - 12, (BaseRoomSize.Y / 2) + (BaseRoomSize.Y * wallIndex) - 8),
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DoorDirections.East => new Vector2((BaseRoomSize.X * RoomResource.Size.X) - 12,
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(BaseRoomSize.Y / 2) + (BaseRoomSize.Y * wallIndex) - 8),
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DoorDirections.West => new Vector2(12, (BaseRoomSize.Y / 2) + (BaseRoomSize.Y * wallIndex) - 8),
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DoorDirections.West => new Vector2(12, (BaseRoomSize.Y / 2) + (BaseRoomSize.Y * wallIndex) - 8),
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_ => Vector2.Zero
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_ => Vector2.Zero
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};
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};
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@ -322,9 +299,10 @@ public partial class RogueliteRoom : Node2D
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Vector2 doorPosition = doorMarker.Direction switch
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Vector2 doorPosition = doorMarker.Direction switch
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{
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{
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DoorDirections.North => new Vector2((baseGridSize.X / 2) + (baseGridSize.X * doorMarker.WallIndex), 32),
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DoorDirections.North => new Vector2((baseGridSize.X / 2) + (baseGridSize.X * doorMarker.WallIndex),
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32),
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DoorDirections.South => new Vector2((baseGridSize.X / 2) + (baseGridSize.X * doorMarker.WallIndex),
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DoorDirections.South => new Vector2((baseGridSize.X / 2) + (baseGridSize.X * doorMarker.WallIndex),
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((baseGridSize.Y) * RoomResource.Size.Y) +2 ),
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((baseGridSize.Y) * RoomResource.Size.Y) + 2),
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DoorDirections.East => doorMarker.Position,
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DoorDirections.East => doorMarker.Position,
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DoorDirections.West => doorMarker.Position,
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DoorDirections.West => doorMarker.Position,
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_ => doorMarker.Position
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_ => doorMarker.Position
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@ -337,6 +315,5 @@ public partial class RogueliteRoom : Node2D
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GD.Print($"Node was something else: {node}");
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GD.Print($"Node was something else: {node}");
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}
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}
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}
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}
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}
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}
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}
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}
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