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@@ -0,0 +1,21 @@
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class_name Crate extends RigidBody2D
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var teleport_target: Vector2 = Vector2.ZERO
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var should_teleport: bool = false
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func teleport_to(position: Vector2):
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teleport_target = position
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should_teleport = true
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func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
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if should_teleport:
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state.transform = Transform2D.IDENTITY.translated(teleport_target)
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should_teleport = false
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@@ -0,0 +1 @@
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uid://rp1f47ytyerd
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@@ -1,6 +1,7 @@
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extends Node2D
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class_name GameController extends Node2D
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signal teleportSignal(body)
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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@@ -12,7 +13,12 @@ func _process(delta: float) -> void:
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func _on_trigger(effect: Variant, Object: Variant) -> void:
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print("GC knows about trigger")
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if effect == "destroy":
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if not Object is Player:
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Object.queue_free()
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print("GC knows about trigger: " + effect)
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match effect:
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"destroy":
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if not Object is Player:
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Object.queue_free()
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"teleport":
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print("Trigger wants to teleport")
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if Object is Crate:
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teleportSignal.emit(Object)
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@@ -0,0 +1,28 @@
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class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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@onready var game: GameController = $".."
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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buildLevel()
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game.teleportSignal.connect(teleport)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func buildLevel() -> void:
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if triggers:
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for obj in triggers.get_children():
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if obj is Trigger:
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if not obj.areaTriggered.is_connected(game._on_trigger):
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obj.areaTriggered.connect(game._on_trigger)
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func teleport(body, _bodyposition = null) -> void:
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if body is Crate:
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var viewport_size = get_viewport().get_visible_rect().size
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var random_x = randf_range(0, viewport_size.x)
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var random_y = randf_range(0, viewport_size.y)
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var newPosition = Vector2(random_x, random_y)
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body.teleport_to(newPosition)
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@@ -0,0 +1 @@
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uid://dv2q4p6jb8h4s
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+2
-2
@@ -1,6 +1,6 @@
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extends Area2D
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class_name Trigger extends Area2D
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var effect="destroy"
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@export var effect:String = "destroy"
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signal areaTriggered(effect, Object)
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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