Changes warden attacks properly, adds defaul body parts, upgrades the mini map, and shows proper scrap count on reload
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+21
-1
@@ -106,12 +106,30 @@ func open() -> void:
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show()
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# ---------------------------------------------------------------------------
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# Default body parts (always available)
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# ---------------------------------------------------------------------------
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const DEFAULT_PARTS: Array[String] = [
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"res://data/body_parts/head_default.tres",
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"res://data/body_parts/torso_default.tres",
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"res://data/body_parts/left_arm_default.tres",
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"res://data/body_parts/right_arm_default.tres",
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"res://data/body_parts/legs_default.tres",
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]
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# ---------------------------------------------------------------------------
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# Rebuild item list from UpgradeManager
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# ---------------------------------------------------------------------------
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func _rebuild_items() -> void:
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_items.clear()
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# Add default parts first (always available)
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for path: String in DEFAULT_PARTS:
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var part := load(path) as BodyPartData
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if part:
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_items.append(part)
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# Add acquired parts
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for path: String in UpgradeManager.acquired_part_paths:
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if path == "":
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continue
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@@ -140,7 +158,9 @@ func _refresh_labels() -> void:
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for i in _item_labels.size():
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var part: BodyPartData = _items[i]
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var equipped_path: String = UpgradeManager.equipped_parts.get(part.slot, "")
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var is_equipped := equipped_path == part.resource_path
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# Check if this part is equipped (empty string means default is equipped)
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var is_default_part := part.resource_path in DEFAULT_PARTS
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var is_equipped := equipped_path == part.resource_path or (equipped_path == "" and is_default_part)
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var is_cursor := i == _cursor
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var slot_tag := "[%s]" % part.slot.to_upper()
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@@ -55,6 +55,7 @@ var _mini_map: Control
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func _ready() -> void:
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EventBus.player_health_changed.connect(_on_health_changed)
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EventBus.credits_changed.connect(_on_credits_changed)
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EventBus.save_loaded.connect(_on_save_loaded)
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# DEPRECATED — Boss bar signal connections (commented out)
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#EventBus.boss_health_changed.connect(_on_boss_health_changed)
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#EventBus.boss_died.connect(_on_boss_died)
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@@ -139,6 +140,10 @@ func _build_mini_map() -> void:
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func _on_credits_changed(new_total: int) -> void:
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_credits_label.text = "SCRAP: %d" % new_total
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func _on_save_loaded() -> void:
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var amount := RunManager.run_credits if RunManager.run_active else UpgradeManager.wallet_credits
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_credits_label.text = "SCRAP: %d" % amount
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# ---------------------------------------------------------------------------
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# Signal handler
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# ---------------------------------------------------------------------------
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+36
-3
@@ -4,10 +4,15 @@ extends Control
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# Layout constants
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# ---------------------------------------------------------------------------
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const MAP_SIZE := Vector2(150, 150)
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const ROOM_SIZE := Vector2(18, 10) # 16:9 aspect ratio like actual rooms
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const ROOM_SIZE := Vector2(26, 15) # 16:9 aspect ratio like actual rooms
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const ROOM_GAP := 4.0
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const PADDING := 10.0
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const CONNECTION_WIDTH := 2.0
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const PARALLAX_STRENGTH := 4.0 # max pixels the map shifts with player movement
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# Room dimensions (must match floor.gd)
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const ROOM_W := 960.0
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const ROOM_H := 540.0
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# ---------------------------------------------------------------------------
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# Colors (brightened versions of room.gd floor colors)
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@@ -31,6 +36,8 @@ var _rooms_data: Dictionary = {} # Vector2i -> RoomData
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var _current_pos: Vector2i = Vector2i.ZERO
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var _grid_min: Vector2i = Vector2i.ZERO
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var _grid_max: Vector2i = Vector2i.ZERO
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var _parallax_offset: Vector2 = Vector2.ZERO
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var _player: Node2D = null
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# ---------------------------------------------------------------------------
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# Setup
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@@ -68,8 +75,34 @@ func _on_room_entered(grid_pos: Vector2i) -> void:
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func _on_run_ended(_reached_hub: bool) -> void:
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_rooms_data.clear()
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_player = null
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queue_redraw()
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func _process(_delta: float) -> void:
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if _rooms_data.is_empty():
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return
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# Find player if not cached
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if _player == null:
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_player = get_tree().get_first_node_in_group("player")
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if _player == null:
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return
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# Calculate player position within current room (-0.5 to 0.5 range)
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var room_center := Vector2(_current_pos.x * ROOM_W, _current_pos.y * ROOM_H)
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var local_pos := _player.global_position - room_center
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var normalized := Vector2(
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clampf(local_pos.x / (ROOM_W * 0.5), -1.0, 1.0),
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clampf(local_pos.y / (ROOM_H * 0.5), -1.0, 1.0)
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)
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# Apply subtle parallax (inverted so map moves opposite to player)
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var new_offset := -normalized * PARALLAX_STRENGTH
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if not new_offset.is_equal_approx(_parallax_offset):
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_parallax_offset = new_offset
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queue_redraw()
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# ---------------------------------------------------------------------------
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# Helpers
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# ---------------------------------------------------------------------------
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@@ -120,8 +153,8 @@ func _grid_to_map_pos(grid_pos: Vector2i) -> Vector2:
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var grid_size := Vector2i(_grid_max.x - _grid_min.x + 1, _grid_max.y - _grid_min.y + 1)
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var total_size := Vector2(grid_size.x, grid_size.y) * cell_size - Vector2(ROOM_GAP, ROOM_GAP)
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# Center the map within the control
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var centering := (MAP_SIZE - total_size) / 2.0
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# Center the map within the control, apply parallax offset
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var centering := (MAP_SIZE - total_size) / 2.0 + _parallax_offset
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var offset := Vector2(
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(grid_pos.x - _grid_min.x) * cell_size.x,
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(grid_pos.y - _grid_min.y) * cell_size.y
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