Player throw back the ball from walk or idle state
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16 changed files with 165 additions and 25 deletions
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@ -1,7 +1,12 @@
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extends TileMap
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@export var ground_tile_source_id = 0
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@export var destination_tile_source_id = 2
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@export var target_tile_source_id = 3
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@export var map_width = 13 # keep to a odd value
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@export var map_height = 19 # keep to a odd value
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var current_destination_cell: Vector2i
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var current_target_cell: Vector2i
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func _ready():
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draw_map()
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@ -34,5 +39,25 @@ func get_random_top_cell() -> Vector2i:
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var middle_height = floor(map_height / 2.0)
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var rand_width = randi_range(0, map_width - 1)
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var rand_height = randi_range(0, middle_height - 1)
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#set_cell(0, Vector2i(rand_width, rand_height), 1, Vector2i(0, 0), 0)
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return Vector2i(rand_width, rand_height)
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func get_random_bottom_cell() -> Vector2i:
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var middle_height = floor(map_height / 2.0)
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var rand_width = randi_range(0, map_width - 1)
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var rand_height = randi_range(middle_height + 1, map_height - 1)
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return Vector2i(rand_width, rand_height)
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# Debug helper functions
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func reset_and_set_target_cell(cell: Vector2i):
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reset_and_set_cell(current_target_cell, cell, target_tile_source_id)
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func reset_and_set_destination_cell(cell: Vector2i):
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reset_and_set_cell(current_destination_cell, cell, destination_tile_source_id)
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func reset_and_set_cell(current_cell: Vector2i, cell: Vector2i, tile_source_id: int):
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if current_cell != null:
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set_cell(0, current_cell, ground_tile_source_id, Vector2i(0, 0), 0)
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set_cell(0, cell, tile_source_id, Vector2i(0, 0), 0)
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current_cell = cell
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