Conversation
|
Play this branch at https://play.threadbare.game/branches/endlessm/more-grapple/. (This launches the game from the start, not directly at the change(s) in this pull request.) |
wjt
reviewed
Apr 2, 2026
Comment on lines
+28
to
+30
| if not sprite_2d: | ||
| prints("TODO") | ||
| return |
Collaborator
Author
There was a problem hiding this comment.
ha! I had to add this conditional while modifying the level to keep it working. The TODO note was for myself. Good catch! Removing it.
Collaborator
Author
So it is a reusable component. In the future, a different player than the StoryWeaver with a grappling hook could be built by composition. Same as the recent change done for PlayerRepel.
Make it a component scene, that uses HookableArea as node (not as instance). Instantiate hookable_cable in the level instead of duplicating nodes. Use AllHooked signals to avoid extending the logic, and remove the all_hooked_1.gd script. This also prepares the StoryQuest for the next commit.
Automatically set the area to the corresponding collision layer in the script. Remove the warning because now is not needed. And remove the scene, using the script as a node directly instead. Like it was done recently for InteractArea and Teleporter. Adapt the hookable_needle scene that was using the HookableArea as scene to use it as node.
wjt
approved these changes
Apr 2, 2026
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.

PlayerHook: Split to its own scene
So it is a reusable component. In the future, a different player than
the StoryWeaver with a grappling hook could be built by composition.
Same as the recent change done for PlayerRepel.
after_the_tremor: Improve hookable cables
Make it a component scene, that uses HookableArea as node (not as instance).
Instantiate hookable_cable in the level instead of duplicating nodes.
Use AllHooked signals to avoid extending the logic, and remove the
all_hooked_1.gd script.
This also prepares the StoryQuest for the next commit.
HookableArea: Use it only as a node
Automatically set the area to the corresponding collision layer in the script.
Remove the warning because now is not needed. And remove the scene, using the
script as a node directly instead.
Like it was done recently for InteractArea and Teleporter.
Adapt the hookable_needle scene that was using the HookableArea as scene to use
it as node.