Small changes

This commit is contained in:
2026-03-12 16:47:56 -04:00
parent 2d5129da0e
commit b1b040bacd
5 changed files with 87 additions and 68 deletions
+37 -47
View File
@@ -397,18 +397,13 @@ func _spawn_body_part_drop() -> void:
contents.add_child(pickup)
func _spawn_run_item() -> void:
# Exclude Patch Kit from item rooms (shop-only item) and already collected items
# Exclude shop-only items (Patch Kit) and already collected/spawned items
const PATCH_KIT_PATH := "res://data/run_items/patch_kit.tres"
var item_pool: Array[String] = []
for p in ALL_ITEM_PATHS:
if p == PATCH_KIT_PATH:
continue
var already_collected := false
for collected in RunManager.run_items:
if collected.resource_path == p:
already_collected = true
break
if not already_collected:
if RunManager.is_item_available(p):
item_pool.append(p)
if item_pool.is_empty():
@@ -416,6 +411,7 @@ func _spawn_run_item() -> void:
return
var chosen: String = item_pool[randi() % item_pool.size()]
RunManager.reserve_item(chosen) # Mark as spawned so other rooms won't use it
var pickup = RUN_ITEM_PICKUP.instantiate()
pickup.item = load(chosen)
pickup.position = Vector2.ZERO
@@ -597,64 +593,58 @@ func _make_exposed_wiring() -> void:
contents.add_child(area)
# ---------------------------------------------------------------------------
# Shop spawning — 2 random items + 1 Patch Kit, spaced horizontally
# Shop spawning — 2 random items + Patch Kit (restocking heal item)
# ---------------------------------------------------------------------------
func _spawn_shop() -> void:
# Item slot paths (exclude Patch Kit and already collected items from the random pool)
const PATCH_KIT_PATH := "res://data/run_items/patch_kit.tres"
# Build random item pool (exclude Patch Kit which has its own slot)
var item_pool: Array[String] = []
for p in ALL_ITEM_PATHS:
if p == PATCH_KIT_PATH:
continue
var already_collected := false
for collected in RunManager.run_items:
if collected.resource_path == p:
already_collected = true
break
if not already_collected:
if RunManager.is_item_available(p):
item_pool.append(p)
item_pool.shuffle()
# Positions: left item, center item, right = Patch Kit
# Positions: left = random, center = random, right = Patch Kit
var positions: Array[Vector2] = [
Vector2(-200, 0),
Vector2( 0, 0),
Vector2( 200, 0),
]
# Check if Patch Kit was already collected
var patch_kit_collected := false
for collected in RunManager.run_items:
if collected.resource_path == PATCH_KIT_PATH:
patch_kit_collected = true
break
# Slot 0: Random item
if item_pool.size() > 0:
RunManager.reserve_item(item_pool[0])
var pedestal := Area2D.new()
pedestal.set_script(SHOP_PEDESTAL_SCR)
pedestal.position = positions[0]
pedestal.set("item", load(item_pool[0]))
pedestal.set("price", 20)
contents.add_child(pedestal)
else:
_spawn_out_of_stock_marker(positions[0])
var prices: Array[int] = [20, 20, 10]
# Slot 1: Random item
if item_pool.size() > 1:
RunManager.reserve_item(item_pool[1])
var pedestal := Area2D.new()
pedestal.set_script(SHOP_PEDESTAL_SCR)
pedestal.position = positions[1]
pedestal.set("item", load(item_pool[1]))
pedestal.set("price", 20)
contents.add_child(pedestal)
else:
_spawn_out_of_stock_marker(positions[1])
for i in 3:
var pos: Vector2 = positions[i]
if i == 2:
# Patch Kit slot
if patch_kit_collected:
_spawn_out_of_stock_marker(pos)
else:
var pedestal := Area2D.new()
pedestal.set_script(SHOP_PEDESTAL_SCR)
pedestal.position = pos
pedestal.set("item", load(PATCH_KIT_PATH))
pedestal.set("price", prices[i])
contents.add_child(pedestal)
else:
# Random item slots
if i < item_pool.size():
var pedestal := Area2D.new()
pedestal.set_script(SHOP_PEDESTAL_SCR)
pedestal.position = pos
pedestal.set("item", load(item_pool[i]))
pedestal.set("price", prices[i])
contents.add_child(pedestal)
else:
_spawn_out_of_stock_marker(pos)
# Slot 2: Patch Kit (always available, restocks after purchase)
var patch_pedestal := Area2D.new()
patch_pedestal.set_script(SHOP_PEDESTAL_SCR)
patch_pedestal.position = positions[2]
patch_pedestal.set("item", load(PATCH_KIT_PATH))
patch_pedestal.set("price", 10)
contents.add_child(patch_pedestal)
# ---------------------------------------------------------------------------
# Door locking