UI work, placing traps, removing traps, disarming traps, new sound fx.
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@@ -1,26 +1,71 @@
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class_name Level extends Node3D
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const player_controller = preload("res://templates/singleplayer_pc.tscn")
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const trap_template = preload("res://templates/trap.tscn")
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@onready var floor_layer : GridMap = %Floor
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@onready var marker_layer : GridMap = %Markers
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@export var difficulty : int = 1
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var traps : Dictionary[Vector3i, Trap] = {}
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func _ready() -> void:
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Game.level = self
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var player = player_controller.instantiate()
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var traps : Array[PlayerData.TrapData] = [
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PlayerData.TrapData.new(Trap.Type.BOMB, 3, 3),
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PlayerData.TrapData.new(Trap.Type.SWITCH, 3, 3),
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PlayerData.TrapData.new(Trap.Type.MINE, 3, 3)
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]
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add_child(player)
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generate_trap(Trap.Type.MINE, Vector3i(5,0,2))
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player.setup(traps)
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func is_square_detected(crd) -> bool:
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return marker_layer.get_cell_item(crd + Vector3i(0,-1,0)) != GridMap.INVALID_CELL_ITEM
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func detect_square(crd : Vector3i, mark : bool) -> bool:
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var cell = floor_layer.get_cell_item(crd)
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if cell == GridMap.INVALID_CELL_ITEM:
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return false
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marker_layer.set_cell_item(crd, 0 if mark else GridMap.INVALID_CELL_ITEM)
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if mark:
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var trap_crd = crd + Vector3i(0,1,0)
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if traps.has(trap_crd):
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var trap : Trap = traps[trap_crd]
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if trap.trap_owner != Multiplayer.id:
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trap.reveal()
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return true
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func add_trap(trap : Trap, crd : Vector3i) -> void:
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trap.square = crd
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traps[crd] = trap
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trap.global_position = Vector3(crd) + Vector3(.5, 0, .5)
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add_child(trap)
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pass
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func get_square_trap(crd : Vector3i) -> Trap:
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if traps.has(crd):
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return traps[crd]
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else:
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return null
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func is_valid_trap_square(crd : Vector3i) -> bool:
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if floor_layer.get_cell_item(crd + Vector3i(0,-1,0)) == GridMap.INVALID_CELL_ITEM:
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return false
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if traps.has(crd):
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return false
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return true
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func _ready() -> void:
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Game.level = self
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var player = player_controller.instantiate()
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var traps : Array[PlayerData.TrapData] = [
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PlayerData.TrapData.new(Game.TrapType.BOMB, 3, 3),
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PlayerData.TrapData.new(Game.TrapType.SWITCH, 3, 3),
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PlayerData.TrapData.new(Game.TrapType.MINE, 3, 3)
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]
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add_child(player)
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player.setup(traps)
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func generate_trap(type : Trap.Type, square : Vector3i):
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var trap = trap_template.instantiate()
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trap.setup(type, -1)
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add_trap(trap, square)
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func disarm_trap(crd : Vector3i) -> void:
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var trap = traps[crd]
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trap.disarm()
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traps.erase(crd)
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