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give "build your course then run it" a try
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extends KinematicBody2D | ||
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onready var string_location = $StringLocation | ||
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func get_string_location() -> Vector2: | ||
return string_location.global_position |
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extends Node2D | ||
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var fixed_latch_points = [] | ||
onready var static_body = $StaticBody2D | ||
onready var line = $StaticBody2D/Line2D | ||
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func _ready(): | ||
init_fixed_latchpoints() | ||
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func init_fixed_latchpoints(): | ||
for child in get_children(): | ||
if child.is_in_group("fixed_latchpoint"): | ||
fixed_latch_points.append(child.position) | ||
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render_line(fixed_latch_points) | ||
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func render_line(points): | ||
points.sort_custom(SortByX, "sort") | ||
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# Maybe this could be smart about keeping most of the polygons? | ||
for child in static_body.get_children(): | ||
if child is CollisionPolygon2D: | ||
child.call_deferred("queue_free") | ||
# child.queue_free() | ||
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line.points = points | ||
# Store the line's global position so we can reset its position after moving its parent | ||
var line_global_position = line.global_position | ||
# Generate collision polygons from the Line2D node | ||
var line_poly = Geometry.offset_polyline_2d(line.points, line.width / 2, Geometry.JOIN_ROUND, Geometry.END_ROUND) | ||
# Move the rigidbody to the center of the line, taking into account | ||
# any offset the Polygon2D node may have relative to the rigidbody | ||
var line_center = get_line_center() | ||
# static_line.set_deferred("global_position", static_line.global_position + line_center + line_points.position) | ||
static_body.global_position += line_center + line.position | ||
# Move the line node to its original position | ||
# line_points.set_deferred("global_position", line_global_position) | ||
line.global_position = line_global_position | ||
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# line_poly may contain multiple polygons, so iterate over it | ||
for poly in line_poly: | ||
var collision_shape = CollisionPolygon2D.new() | ||
collision_shape.polygon = offset_line_points(line_center, poly) | ||
# static_line.call_deferred("add_child", collision_shape) | ||
static_body.add_child(collision_shape) | ||
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# A simple weighted average of all points of the Line2D to find the center | ||
func get_line_center() -> Vector2: | ||
var center_weight = line.points.size() | ||
var center = Vector2(0, 0) | ||
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for point in line.points: | ||
center.x += point.x / center_weight | ||
center.y += point.y / center_weight | ||
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return center | ||
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# Offset the points of the polygon by the center of the line | ||
func offset_line_points(center: Vector2, poly: Array) -> Array: | ||
var adjusted_points = [] | ||
for point in poly: | ||
# Moving the collision shape itself doesn't seem to work as well as offsetting the polygon points | ||
# for putting the collision shape in the right position after moving the rigidbody. | ||
# Therefore, to have the collision shape appear where drawn, subtract the polygon center from each point | ||
# to move the point by the amount the rigidbody was moved relative to the original Line2D's position. | ||
adjusted_points.append(point - center) | ||
return adjusted_points | ||
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func line_length(points) -> int: | ||
var initial_point = points[0] | ||
var length = 0 | ||
for idx in range(1, points.size()): | ||
var point = points[idx] | ||
length += initial_point.distance_to(point) | ||
initial_point = point | ||
return length | ||
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class SortByX: | ||
static func sort(a, b): | ||
return a.x < b.x |
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[gd_scene load_steps=5 format=2] | ||
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[ext_resource path="res://Terrain/Landscape.tscn" type="PackedScene" id=1] | ||
[ext_resource path="res://Terrain/FixedLatchPoint.tscn" type="PackedScene" id=2] | ||
[ext_resource path="res://Levels/BuilderGeneric.gd" type="Script" id=3] | ||
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[sub_resource type="Curve" id=1] | ||
_data = [ Vector2( 0, 1 ), 0.0, 0.0, 0, 0 ] | ||
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[node name="Level1Builder" type="Node2D"] | ||
script = ExtResource( 3 ) | ||
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[node name="TileMap" parent="." instance=ExtResource( 1 )] | ||
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[node name="FixedLatchPoint" parent="." instance=ExtResource( 2 )] | ||
position = Vector2( 40, 64 ) | ||
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[node name="FixedLatchPoint2" parent="." instance=ExtResource( 2 )] | ||
position = Vector2( -24, 24 ) | ||
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[node name="FixedLatchPoint3" parent="." instance=ExtResource( 2 )] | ||
position = Vector2( 552, 272 ) | ||
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[node name="FixedLatchPoint4" parent="." instance=ExtResource( 2 )] | ||
position = Vector2( 632, 312 ) | ||
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[node name="StaticBody2D" type="StaticBody2D" parent="."] | ||
collision_layer = 4 | ||
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[node name="Line2D" type="Line2D" parent="StaticBody2D"] | ||
points = PoolVector2Array( 640, -48 ) | ||
width = 2.0 | ||
width_curve = SubResource( 1 ) | ||
default_color = Color( 0, 0, 0, 1 ) |
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Original file line number | Diff line number | Diff line change |
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extends Node2D | ||
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onready var planning_site = $PlanningSite | ||
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func _ready(): | ||
planning_site.hide() |
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[gd_scene load_steps=2 format=2] | ||
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[ext_resource path="res://Terrain/FixedLatchPoint.gd" type="Script" id=1] | ||
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[node name="FixedLatchPoint" type="Node2D" groups=["fixed_latchpoint"]] | ||
script = ExtResource( 1 ) | ||
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[node name="PlanningSite" type="ColorRect" parent="."] | ||
margin_left = -8.0 | ||
margin_top = -8.0 | ||
margin_right = 8.0 | ||
margin_bottom = 8.0 | ||
color = Color( 0.764706, 0.0588235, 0.0588235, 0.466667 ) |
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