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* Added display names to portsStar Rauchenberger2025-09-288-0/+8
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* [Data] Annotate shuffleable portsStar Rauchenberger2025-09-219-20/+40
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* [Data] Fixed connection target required door logic bugsStar Rauchenberger2025-09-115-12/+24
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* [Data] Fixed darkroom/colorful connectionStar Rauchenberger2025-09-113-6/+12
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* Add cyan door behavior optionStar Rauchenberger2025-09-081-2/+2
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* Handled cyan doorsStar Rauchenberger2025-08-311-5/+4
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* Changed how door location names are formattedStar Rauchenberger2025-08-305-4/+5
| | | | | | | | | | | | | | | | | | STANDARD type doors with at most four panels in the same map area and no other trigger objects will have their location names generated from the names of the panels used to open the door, similar to Lingo 1. Other door types will use the door's name. In either case, the name can be overridden using the new location_name field. Rooms can also set a panel_display_name field, which will be used in location names for doors, and is used to group panels into areas. Panels themselves can set display names, which differentiates their locations from other panels in the same area. Many maps were updated for this, but note that the_symbolic and the_unyielding have validator failures because of duplicate panel names. This won't matter until panelsanity is implemented.
* [Data] S1 Door is not a location anymoreStar Rauchenberger2025-08-291-3/+1
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* Converted puzzle symbols to an enumStar Rauchenberger2025-08-202-14/+14
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* Maps have display names nowStar Rauchenberger2025-08-201-0/+1
| | | | Also added endings to the apworld.
* Added the_darkroomStar Rauchenberger2025-08-116-0/+297
ass */ .highlight .vg { color: #dd7700 } /* Name.Variable.Global */ .highlight .vi { color: #3333bb } /* Name.Variable.Instance */ .highlight .vm { color: #336699 } /* Name.Variable.Magic */ .highlight .il { color: #0000DD; font-weight: bold } /* Literal.Number.Integer.Long */
extends Spatial

var orientation = ""  # north, south, east, west
var move = false
var move_to_x
var move_to_z
var target = null
var key


func _ready():
	var _connected = get_tree().get_root().get_node("Spatial/player").connect(
		"looked_at", self, "_looked_at"
	)
	if move:
		key.get_node("Viewport/GUI/Panel/TextEdit").connect(
			"answer_correct", self, "_answer_correct"
		)


func _answer_correct():
	var apclient = global.get_node("Archipelago")
	if not apclient._door_shuffle or apclient.paintingIsVanilla(self.get_parent().name):
		movePainting()


func movePainting():
	self.get_parent().translation.x = move_to_x
	self.get_parent().translation.z = move_to_z


func _looked_at(body, painting):
	if (
		target != null
		and body.is_in_group("player")
		and (painting.get_name() == self.get_parent().get_name())
	):
		var target_dir = _dir_to_int(target.orientation)
		var source_dir = _dir_to_int(orientation)
		var rotate = target_dir - source_dir
		if rotate < 0:
			rotate += 4
		rotate *= 90

		var target_painting = target.get_parent()

		# this is ACW
		if rotate == 0:
			body.translation.x = (
				target_painting.translation.x + (body.translation.x - painting.translation.x)
			)
			body.translation.y = (
				target_painting.translation.y + (body.translation.y - painting.translation.y)
			)
			body.translation.z = (
				target_painting.translation.z + (body.translation.z - painting.translation.z)
			)
		elif rotate == 180:
			body.translation.x = (
				target_painting.translation.x - (body.translation.x - painting.translation.x)
			)
			body.translation.y = (
				target_painting.translation.y + (body.translation.y - painting.translation.y)
			)
			body.translation.z = (
				target_painting.translation.z - (body.translation.z - painting.translation.z)
			)
			body.rotate_y(PI)
			body.velocity = body.velocity.rotated(Vector3(0, 1, 0), PI)
		elif rotate == 90:
			var diff_x = body.translation.x - painting.translation.x
			var diff_y = body.translation.y - painting.translation.y
			var diff_z = body.translation.z - painting.translation.z
			body.translation.x = target_painting.translation.x + diff_z
			body.translation.y = target_painting.translation.y + diff_y
			body.translation.z = target_painting.translation.z - diff_x
			body.rotate_y(PI / 2)
			body.velocity = body.velocity.rotated(Vector3(0, 1, 0), PI / 2)
		elif rotate == 270:
			var diff_x = body.translation.x - painting.translation.x
			var diff_y = body.translation.y - painting.translation.y
			var diff_z = body.translation.z - painting.translation.z
			body.translation.x = target_painting.translation.x - diff_z
			body.translation.y = target_painting.translation.y + diff_y
			body.translation.z = target_painting.translation.z + diff_x
			body.rotate_y(3 * PI / 2)
			body.velocity = body.velocity.rotated(Vector3(0, 1, 0), 3 * PI / 2)


func _dir_to_int(dir):
	if dir == "north":
		return 0
	elif dir == "west":
		return 1
	elif dir == "south":
		return 2
	elif dir == "east":
		return 3
	return 4