- Created 45 new room scenes from specs - Added proper .tscn and .gd files for each room - Wired up transitions based on spec exit information - Connected to existing rooms (017, 022, 028, 030, 031) where applicable - Rooms include: dwarfs areas, caves, swamp, castle, and more
26 lines
830 B
GDScript
26 lines
830 B
GDScript
extends Node2D
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class_name CaveEntrance
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@onready var ego: Node2D = $"../ego"
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func _ready() -> void:
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pass
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func _on_room_looked() -> void:
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pass
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func _on_kq4_072_dark_cave_passage_interacted() -> void:
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var target_scene = load("res://scenes/kq4_072_dark_cave_passage/kq4_072_dark_cave_passage.tscn")
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if target_scene:
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get_tree().change_scene_to_packed(target_scene)
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func _on_kq4_074_troll_cave_interacted() -> void:
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var target_scene = load("res://scenes/kq4_074_troll_cave/kq4_074_troll_cave.tscn")
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if target_scene:
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get_tree().change_scene_to_packed(target_scene)
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func _on_kq4_070_waterfall_cave_interacted() -> void:
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var target_scene = load("res://scenes/kq4_070_waterfall_cave/kq4_070_waterfall_cave.tscn")
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if target_scene:
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get_tree().change_scene_to_packed(target_scene)
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