Tileset, Audio Changes, and Portal changes

This commit is contained in:
2026-03-11 12:23:53 -04:00
parent 8b2e059f07
commit 75403e7c1d
5 changed files with 293 additions and 34 deletions
+38 -33
View File
@@ -25,6 +25,7 @@ const HIVEMIND_SCENE = preload("res://scenes/enemies/hivemind.tscn")
const BODY_PART_PICKUP = preload("res://scenes/upgrades/body_part_pickup.tscn")
const RUN_ITEM_PICKUP = preload("res://scenes/items/run_item_pickup.tscn")
const SHOP_PEDESTAL_SCR = preload("res://scripts/items/shop_item_pedestal.gd")
const STATION_DOOR_SCR = preload("res://scripts/rooms/station_door.gd")
const ALL_PART_PATHS: Array[String] = [
"res://data/body_parts/head_wide_angle_lens.tres",
@@ -56,6 +57,7 @@ var _floor: Node = null # reference to floor.gd node
var _enemy_count: int = 0
var _doors: Dictionary = {} # direction -> Area2D trigger
var _physical_doors: Dictionary = {} # direction -> RoomDoor
var _floor_exit_door: StationDoor = null # boss room exit door
# ---------------------------------------------------------------------------
# Signal tracking for explicit cleanup (safer than relying on auto-cleanup)
@@ -104,6 +106,9 @@ func activate() -> void:
RoomData.RoomType.SHOP:
_spawn_shop()
data.cleared = true
RoomData.RoomType.START:
_spawn_entry_door()
data.cleared = true
_:
data.cleared = true
@@ -339,39 +344,39 @@ func _on_enemy_died() -> void:
func _spawn_floor_exit() -> void:
var is_final_floor := RunManager.current_floor >= 3
# Visual — bright teal portal offset from body part drop (which is at center)
var poly := Polygon2D.new()
poly.polygon = PackedVector2Array([-35, -50, 35, -50, 35, 50, -35, 50])
poly.color = Color(0.2, 0.85, 0.9)
poly.position = Vector2(120, 0)
contents.add_child(poly)
# Station door for floor transition - positioned to the right of body part drop
_floor_exit_door = StationDoor.new()
_floor_exit_door.position = Vector2(150, 0)
var lbl := Label.new()
lbl.text = "EXTRACT" if is_final_floor else "NEXT FLOOR"
lbl.position = Vector2(85, -75)
contents.add_child(lbl)
if is_final_floor:
_floor_exit_door.setup_evacuation_exit()
else:
# Next sector: floor 1 -> SECTOR 2, floor 2 -> SECTOR 3
_floor_exit_door.setup_sector_exit(RunManager.current_floor + 1)
var area := Area2D.new()
area.collision_layer = 0
area.collision_mask = 2
_floor_exit_door.door_entered.connect(_on_floor_exit_entered)
contents.add_child(_floor_exit_door)
var cs := CollisionShape2D.new()
var rs := RectangleShape2D.new()
rs.size = Vector2(70, 100)
cs.shape = rs
area.add_child(cs)
area.position = Vector2(120, 0)
# Open the door now that boss is dead
_floor_exit_door.open()
area.body_entered.connect(func(body: Node) -> void:
if body.is_in_group("player"):
RunManager.player_health_carry = body.stats.current_health
if RunManager.current_floor >= 3:
RunManager.end_run(true)
else:
RunManager.advance_floor()
get_tree().call_deferred("change_scene_to_file", "res://scenes/run/floor.tscn")
)
contents.add_child(area)
func _on_floor_exit_entered(body: Node) -> void:
RunManager.player_health_carry = body.stats.current_health
if RunManager.current_floor >= 3:
RunManager.end_run(true)
else:
RunManager.advance_floor()
get_tree().call_deferred("change_scene_to_file", "res://scenes/run/floor.tscn")
func _spawn_entry_door() -> void:
# Decorative open door behind spawn point - shows "you entered from here"
# Positioned at bottom of room (player spawns in center, door behind them)
var entry_door := StationDoor.new()
entry_door.position = Vector2(0, ROOM_H / 2.0 - 80) # near bottom wall
entry_door.setup_entry_door()
contents.add_child(entry_door)
func _spawn_body_part_drop() -> void:
@@ -424,13 +429,13 @@ func _make_oil_slick(pos: Vector2) -> void:
cs.shape = sh
slick.add_child(cs)
# Visual — flattened dark ellipse (puddle)
# Visual — circle matching collision shape
var poly := Polygon2D.new()
var pts := PackedVector2Array()
var segs := 14
for i in segs:
var a := i * TAU / segs
pts.append(Vector2(cos(a) * radius, sin(a) * radius * 0.55))
pts.append(Vector2(cos(a) * radius, sin(a) * radius))
poly.polygon = pts
poly.color = Color(0.04, 0.07, 0.14, 0.78)
slick.add_child(poly)
@@ -443,8 +448,8 @@ func _make_oil_slick(pos: Vector2) -> void:
slick.body_exited.connect(func(b: Node) -> void:
if b.is_in_group("player") and b.has_method("exit_slick"):
b.exit_slick()
elif b.is_in_group("enemies") and b.has_method("apply_slow"):
b.apply_slow(0.0, 1.0)) # clear slow immediately
elif b.is_in_group("enemies") and b.has_method("clear_slows"):
b.clear_slows())
contents.add_child(slick)