Add wardrobe memory encounters and combat area backgrounds

- Implemented MemoryPiece collectible system
- Added support for unique memory fragment textures
- Continued wardrobe encounter workflow design
- Planned memory collection and return-to-graveyard progression
- Created Wardrobe 1 (Hide) combat background
- Created Wardrobe 2 (Hurry) combat background
- Created Wardrobe 3 (Silence) combat background
- Created Wardrobe 4 (Isolation) combat background
- Created Wardrobe 5 (Responsibility) combat background
- Added environmental storytelling text and thematic scene concepts
- Continued graveyard level layout and wardrobe encounter planning
This commit is contained in:
doctorbatmanwho-creator committed 2026-06-14 22:07:32 -04:00
1 parent 889d95f571
commit 89c109b26f
16 files changed
+392 -26

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@tool
extends Area2D
@export var memory_texture: Texture2D:
set(value):
memory_texture = value
if $Sprite2D:
$Sprite2D.texture = memory_texture
@export var return_spawn: Marker2D
@export var wardrobe: Node2D
@onready var sprite: Sprite2D = $Sprite2D
func _ready() -> void:
if memory_texture:
sprite.texture = memory_texture
if not Engine.is_editor_hint():
body_entered.connect(_on_body_entered)
func _on_body_entered(body: Node) -> void:
if body is Player:
print("Memory piece collected")
if wardrobe and wardrobe.has_method("complete_wardrobe"):
wardrobe.complete_wardrobe()
if return_spawn:
body.global_position = return_spawn.global_position
else:
print("No return_spawn assigned to memory piece")
queue_free()
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uid://4mvhseasvij4
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@@ -43,7 +43,10 @@ func enter_wardrobe() -> void:
print("Entering wardrobe")
player.global_position = combat_spawn.global_position
func complete_wardrobe() -> void:
completed = true
closed_sprite.visible = false
open_sprite.visible = true
player.global_position = combat_spawn.global_position
print("Wardrobe completed")