Starting work on level transition fade.
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parent
28f8330282
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c51bca1775
4 changed files with 28 additions and 2 deletions
11
Scenes/fade.tscn
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11
Scenes/fade.tscn
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@ -0,0 +1,11 @@
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[gd_scene format=3 uid="uid://ci0yqv1tna0ph"]
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[node name="Fade" type="CanvasLayer"]
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[node name="ColorRect" type="ColorRect" parent="."]
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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color = Color(1, 1, 1, 0)
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@ -30,7 +30,16 @@ rect = Rect2(-8, -8, 16, 16)
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[node name="Camera" type="Camera2D" parent="."]
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[node name="Camera" type="Camera2D" parent="."]
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top_level = true
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top_level = true
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zoom = Vector2(2.5, 2.5)
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script = ExtResource("4_vgqql")
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script = ExtResource("4_vgqql")
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[node name="Fade" type="CanvasLayer" parent="."]
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[node name="Rectangle" type="ColorRect" parent="Fade"]
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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color = Color(1, 1, 1, 0)
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[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"]
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[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"]
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@ -3,6 +3,7 @@ extends CharacterBody2D
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@onready var tile_layer : TileMapLayer = $"../TileMapLayer"
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@onready var tile_layer : TileMapLayer = $"../TileMapLayer"
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@onready var level : Node2D = $".."
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@onready var level : Node2D = $".."
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@onready var particles : GPUParticles2D = $GPUParticles2D
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@onready var particles : GPUParticles2D = $GPUParticles2D
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@onready var fade : ColorRect = $Fade/Rectangle
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@export_category("Movement")
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@export_category("Movement")
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@export var acceleration : float = 50
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@export var acceleration : float = 50
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@ -57,7 +58,7 @@ func tilemap_detection() -> void:
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#Checks for exits.
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#Checks for exits.
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var exit_data = tile_data.get_custom_data("exit")
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var exit_data = tile_data.get_custom_data("exit")
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if exit_data == true:
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if exit_data == true:
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get_tree().change_scene_to_file(level.next_level) #Pulls next level data from parent Node2D.
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next_level(level.next_level) #Pulls next level data from parent Node2D.
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func death(fallen: bool) -> void:
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func death(fallen: bool) -> void:
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dead = true
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dead = true
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@ -78,6 +79,10 @@ func respawn() -> void:
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position.x = level.startPosX
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position.x = level.startPosX
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position.y = level.startPosY
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position.y = level.startPosY
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func next_level(level : String):
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dead == true
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get_tree().change_scene_to_file(level)
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func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
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func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
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if !dead:
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if !dead:
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death(true)
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death(true)
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@ -12,3 +12,4 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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position.x = lerp(position.x, player.position.x, camera_speed * delta)
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position.x = lerp(position.x, player.position.x, camera_speed * delta)
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position.y = lerp(position.y, player.position.y, camera_speed * delta)
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position.y = lerp(position.y, player.position.y, camera_speed * delta)
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