Warden and light updates
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@@ -25,7 +25,7 @@ const SWEEP_SPEED_P1 := 50.0
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const SWEEP_SPEED_P2 := 85.0
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const SWEEP_CD_P1 := 6.5
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const SWEEP_CD_P2 := 4.5
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const PROJ_SPACING := 18.0
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const PROJ_SPACING := 26.0
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const GAP_W := 90.0
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const MINE_CD_P1 := 4.0
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+11
-11
@@ -5,15 +5,15 @@ class_name RoomDoor
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# Constants
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# ---------------------------------------------------------------------------
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const DOOR_THICKNESS := 12.0
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const INDICATOR_SIZE := 10.0
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const INDICATOR_OFFSET := 20.0 # distance above door
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const INDICATOR_SIZE := 14.0
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const INDICATOR_OFFSET := 24.0 # distance from door toward room center
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# Indicator light colors - only for special rooms, matching floor colors but brighter
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# Indicator light colors - only for special rooms, bright and visible
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# Keys are int values to match what get_room_type_at() returns
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const INDICATOR_COLORS := {
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2: Color(0.2, 0.45, 0.2), # ITEM = green
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3: Color(0.9, 0.75, 0.1), # SHOP = yellow
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4: Color(0.7, 0.15, 0.15), # BOSS = red
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2: Color(0.3, 0.9, 0.3), # ITEM = bright green
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3: Color(1.0, 0.85, 0.2), # SHOP = bright yellow
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4: Color(0.95, 0.2, 0.2), # BOSS = bright red
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}
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# ---------------------------------------------------------------------------
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@@ -84,13 +84,13 @@ func _build_indicator() -> void:
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Vector2(0, s), Vector2(-s, 0),
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])
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# Position based on door direction
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# Position based on door direction - offset INTO the room (toward center)
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var offset := Vector2.ZERO
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match direction:
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"up": offset = Vector2(0, -door_size.y / 2.0 - INDICATOR_OFFSET)
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"down": offset = Vector2(0, door_size.y / 2.0 + INDICATOR_OFFSET)
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"left": offset = Vector2(-door_size.x / 2.0 - INDICATOR_OFFSET, 0)
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"right": offset = Vector2(door_size.x / 2.0 + INDICATOR_OFFSET, 0)
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"up": offset = Vector2(0, door_size.y / 2.0 + INDICATOR_OFFSET)
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"down": offset = Vector2(0, -door_size.y / 2.0 - INDICATOR_OFFSET)
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"left": offset = Vector2(door_size.x / 2.0 + INDICATOR_OFFSET, 0)
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"right": offset = Vector2(-door_size.x / 2.0 - INDICATOR_OFFSET, 0)
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_indicator.position = offset
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_indicator.color = INDICATOR_COLORS[type_id]
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