2025-01-05 11:25:13 +00:00
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@tool
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2025-01-03 08:07:35 +00:00
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class_name Ground2D extends Node2D
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2024-12-25 12:24:34 +00:00
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2025-01-21 07:58:21 +00:00
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@export var scene_name := ""
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2025-01-21 10:08:16 +00:00
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# 用于在 debug 时态下,指定进入的 portal
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2025-01-21 10:52:36 +00:00
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@export_enum("left", "right", "1", "2", "3", "4", "5", "6", "7", "8", "9")
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var default_portal := "left"
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2025-01-13 08:09:57 +00:00
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@export_group("Player", "player_")
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2025-01-26 13:11:38 +00:00
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@export var player_y_fixed := true:
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set(val):
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player_y_fixed = val
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if is_node_ready():
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_reset_player_y()
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2025-01-20 13:45:47 +00:00
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@export var player_y := 70:
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2025-01-14 00:56:51 +00:00
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set(val):
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player_y = val
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if is_node_ready():
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2025-01-26 13:11:38 +00:00
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_reset_player_y()
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2025-01-27 15:13:37 +00:00
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@export var replace_player_to_portal := false:
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2025-01-15 04:02:11 +00:00
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set(val):
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2025-01-27 15:13:37 +00:00
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replace_player_to_portal = false
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2025-01-21 13:49:37 +00:00
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if is_node_ready():
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2025-01-27 15:13:37 +00:00
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move_player_to_portal(default_portal)
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2025-01-13 08:09:57 +00:00
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@export_group("Sound")
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@export_enum("none", "ghost", "walking", "running", "crawling", "concrete")
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var footstep_type: String = "concrete":
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set(val):
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footstep_type = val
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if is_node_ready():
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_load_footstep_audio()
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2025-01-30 04:50:52 +00:00
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@onready var player_line = %PlayerLine2D as Line2D
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2025-01-14 00:56:51 +00:00
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@onready var player = %MainPlayer as MainPlayer
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2025-01-05 11:25:13 +00:00
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@onready var directional_light := %DirectionalLight2D as DirectionalLight2D
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2025-01-15 04:02:11 +00:00
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@onready var bg_sprite = %BGSprite2D as Sprite2D
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2024-12-25 12:24:34 +00:00
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@onready var foreground = %ParallaxForeground as ParallaxBackground
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2025-01-21 13:49:37 +00:00
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@onready var camera_focus_marker = %CameraFocusMarker as CameraFocusMarker
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2024-12-25 12:24:34 +00:00
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2025-01-14 00:56:51 +00:00
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@onready var footstep_audio = %FootstepAudioPlayer as RandomAudioStreamPlayer
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2024-12-25 12:24:34 +00:00
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2025-01-13 08:09:57 +00:00
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const FOOTSTEP_AUDIO = {
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#"wood": preload("res://config/audio/footstep/footstep_wood.tres"),
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#"carpet": preload("res://config/audio/footstep/footstep_carpet.tres"),
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"concrete": preload("res://config/audio/footstep/footstep_concrete.tres"),
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#"grass": preload("res://config/audio/footstep/footstep_grass.tres"),
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#"snow": preload("res://config/audio/footstep/footstep_snow.tres"),
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"ghost": preload("res://config/audio/sfx/footstep_ghost.tres"),
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"walking": preload("res://config/audio/sfx/footstep_walking.tres"),
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"running": preload("res://config/audio/sfx/footstep_running.tres"),
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"crawling": preload("res://config/audio/sfx/footstep_crawling.tres"),
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}
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2025-01-06 08:06:20 +00:00
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2024-12-25 12:24:34 +00:00
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func _ready() -> void:
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2025-01-21 10:08:16 +00:00
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# 仅在编辑器中调试时,通过 main 场景启动
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if GlobalConfig.DEBUG and (not Engine.is_editor_hint()) and (not get_parent() is GroundLoader):
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call_deferred("_restart_from_main")
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return
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2025-01-30 04:50:52 +00:00
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# bg layer 位置,在编辑器中显示在正后方
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if Engine.is_editor_hint():
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$BGLayer.offset.y = -159
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else:
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$BGLayer.offset.y = 0
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# 隐藏 player_line
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player_line.visible = false
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2025-01-21 07:58:21 +00:00
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# 检查 scene_name 是否合法
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scene_name = scene_name.strip_edges()
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2025-01-21 13:49:37 +00:00
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if get_parent().name.begins_with("S") and (not scene_name or scene_name.length() != 7):
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2025-01-21 07:58:21 +00:00
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printerr("scene_name is not valid")
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2025-01-14 00:56:51 +00:00
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if Engine.is_editor_hint():
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return
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2025-01-21 10:08:16 +00:00
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foreground.layer = GlobalConfig.CANVAS_LAYER_FG
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2025-01-15 04:02:11 +00:00
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_set_camera_and_player_boundary()
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2025-01-14 00:56:51 +00:00
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_load_footstep_audio()
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2025-01-21 13:49:37 +00:00
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# marker 默认就在 foucs player 状态
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# camera_focus_marker.focus_node(player)
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2025-01-03 13:29:22 +00:00
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# %ColorRectTop.visible = true
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# %ColorRectBottom.visible = true
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2025-01-21 10:08:16 +00:00
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# 如果 debug 模式下不通过 GroundLoader 启动,则插入到 main 以下
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func _restart_from_main():
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var main = load("res://scene/main.tscn").instantiate()
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# if not main.is_node_ready():
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# await main.ready
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var ground_loader = main.get_node("./GroundLoader") as GroundLoader
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2025-01-21 10:52:36 +00:00
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# ground_loader.ignore_archive = true
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2025-01-21 10:08:16 +00:00
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ground_loader.ignore_archive = false
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2025-01-21 10:52:36 +00:00
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ground_loader.force_archive_scene = scene_name
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ground_loader.force_archive_portal = default_portal
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2025-01-21 10:08:16 +00:00
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get_node("/root").add_child(main)
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get_parent().queue_free()
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2024-12-25 12:24:34 +00:00
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2025-01-16 12:24:21 +00:00
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func _enter_tree() -> void:
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2025-01-21 13:49:37 +00:00
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if camera_focus_marker:
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camera_focus_marker.enabled = true
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2025-01-16 12:24:21 +00:00
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2025-01-26 13:11:38 +00:00
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func _reset_player_y():
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2025-01-20 13:45:47 +00:00
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# 从屏幕下边缘算起
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2025-01-26 13:11:38 +00:00
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if player_y_fixed:
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player.set_y_from_ground(158.0 - player_y)
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2025-01-15 04:02:11 +00:00
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func _set_camera_and_player_boundary():
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# set current_boarder by bg size
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2025-01-30 04:50:52 +00:00
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var camera_rect = Rect2(0, -158, 564, 316)
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var player_rect = Rect2(0, -158, 564, 316)
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2025-01-15 04:02:11 +00:00
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if bg_sprite.texture and not Engine.is_editor_hint():
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var size = bg_sprite.texture.get_size() * bg_sprite.scale
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# camera rect
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2025-01-30 04:50:52 +00:00
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var camera_size = size
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camera_size.x += bg_sprite.position.x
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camera_size = Vector2(max(564.0, camera_size.x), max(camera_size.y, 316.0))
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2025-01-15 04:02:11 +00:00
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var camera_upleft = Vector2(0, -camera_size.y / 2.0)
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2025-01-30 04:50:52 +00:00
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camera_rect = Rect2(camera_upleft, camera_size)
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# player rect should be set centered, with 30px x padding
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2025-02-04 13:30:43 +00:00
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player_rect.position.x = player_line.get_point_position(0).x + player_line.global_position.x
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player_rect.size.x = player_line.get_point_position(1).x - player_line.get_point_position(0).x
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2025-01-30 04:50:52 +00:00
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SceneManager.set_camera_boundary(camera_rect)
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SceneManager.set_player_boundary(player_rect)
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if GlobalConfig.DEBUG:
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print("_set_camera_and_player_boundary:", camera_rect, player_rect)
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2025-01-15 04:02:11 +00:00
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2025-01-13 08:09:57 +00:00
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func _load_footstep_audio():
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2025-01-05 11:25:13 +00:00
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# foot step sound
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2024-12-25 12:24:34 +00:00
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footstep_audio.audio_collections.clear()
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2025-01-13 08:09:57 +00:00
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if footstep_type != "none":
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var audio = FOOTSTEP_AUDIO[footstep_type] as AudioStreamCollection
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2025-01-05 11:25:13 +00:00
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footstep_audio.audio_collections.append(audio)
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2025-01-13 08:09:57 +00:00
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func play_footstep_sound() -> void:
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if not footstep_audio.audio_collections.is_empty():
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footstep_audio.play_random()
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2025-01-16 12:24:21 +00:00
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2025-01-21 13:49:37 +00:00
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func move_player_to_portal(portal_name: String) -> void:
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2025-02-06 12:19:45 +00:00
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var node_path = NodePath("DeployLayer/portal_" + portal_name)
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var portal_node = get_node_or_null(node_path) as Portal2D
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2025-01-31 10:44:30 +00:00
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if portal_node and player:
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2025-01-21 10:08:16 +00:00
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player.global_position.x = portal_node.global_position.x
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2025-01-30 04:50:52 +00:00
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if portal_name == "left":
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player.set_facing_direction(Vector2.RIGHT)
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elif portal_name == "right":
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player.set_facing_direction(Vector2.LEFT)
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_reset_player_y()
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2025-01-21 10:08:16 +00:00
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if GlobalConfig.DEBUG:
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print("move player to portal:", portal_name, portal_node.global_position)
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2025-02-06 12:19:45 +00:00
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elif player:
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printerr(scene_name, " portal not found: ", node_path)
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2025-01-21 10:08:16 +00:00
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else:
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2025-02-06 12:19:45 +00:00
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printerr("move_player_to_portal player not ready")
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2025-01-21 13:49:37 +00:00
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# 传送后,重置 camera 位置
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camera_focus_marker.reset_position_immediately()
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