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
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@@ -0,0 +1,34 @@
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@tool
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extends Area2D
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@export var memory_texture: Texture2D:
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set(value):
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memory_texture = value
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if $Sprite2D:
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$Sprite2D.texture = memory_texture
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@export var return_spawn: Marker2D
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@export var wardrobe: Node2D
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@onready var sprite: Sprite2D = $Sprite2D
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func _ready() -> void:
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if memory_texture:
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sprite.texture = memory_texture
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if not Engine.is_editor_hint():
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body_entered.connect(_on_body_entered)
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func _on_body_entered(body: Node) -> void:
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if body is Player:
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print("Memory piece collected")
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if wardrobe and wardrobe.has_method("complete_wardrobe"):
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wardrobe.complete_wardrobe()
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if return_spawn:
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body.global_position = return_spawn.global_position
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else:
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print("No return_spawn assigned to memory piece")
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queue_free()
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@@ -0,0 +1 @@
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uid://4mvhseasvij4
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+5
-2
@@ -43,7 +43,10 @@ func enter_wardrobe() -> void:
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print("Entering wardrobe")
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player.global_position = combat_spawn.global_position
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func complete_wardrobe() -> void:
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completed = true
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closed_sprite.visible = false
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open_sprite.visible = true
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player.global_position = combat_spawn.global_position
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print("Wardrobe completed")
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