Basic events system started.
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@@ -1,21 +1,12 @@
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class_name BasicNPCEntity extends "res://scripts/Entities/OverworldEntity.gd"
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const Cutscene = preload("res://scripts/Cutscene/Cutscene.gd");
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const OverworldConversationEvent = preload("res://scripts/Cutscene/Scene/OverworldConversationEvent.gd");
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enum BasicNPCInteractType {
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NONE,
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CUTSCENE,
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TEXTS
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};
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const Event = preload("res://scripts/Events/Event.gd");
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enum BasicNPCMoveType {
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STILL,
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RANDOM_LOOK
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};
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@export var interactType:BasicNPCInteractType = BasicNPCInteractType.NONE;
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@export var interactCutscene:GDScript;
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@export var interactTexts:Array[String];
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@export var interactEvent:Event;
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@export var moveType:BasicNPCMoveType = BasicNPCMoveType.STILL;
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@@ -24,22 +15,10 @@ enum BasicNPCMoveType {
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var randomLookTimer:float = 0.0;
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func interact(interactor:OverworldEntity) -> void:
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if interactType == BasicNPCInteractType.NONE:
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if interactEvent == null:
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push_error("BasicNPCEntity: interactType EVENT but no event set");
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return
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if interactType == BasicNPCInteractType.CUTSCENE:
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# Cutscene in this manner must take two entities
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# (self, speaker, and interactor, player)
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var cs:Cutscene = interactCutscene.new(self, interactor);
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CUTSCENE.setCurrentCutscene(cs);
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return
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if interactType == BasicNPCInteractType.TEXTS:
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var cs:Cutscene = OverworldConversationEvent.new(self, interactor, interactTexts);
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CUTSCENE.setCurrentCutscene(cs);
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return
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pass
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interactEvent.onEntityInteract(interactor, self);
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func updateMovement(delta:float) -> void:
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if moveType == BasicNPCMoveType.STILL:
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@@ -7,7 +7,8 @@ enum Direction {
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EAST,
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}
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var speed:float = 150;
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var speed:float = 200;
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var runSpeed:float = 400;
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var friction:float = 8.5;
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var gravity:float = 30;
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@@ -1,6 +1,6 @@
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extends Camera3D
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const PIXEL_SCALE:float = 4.0;
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const PIXEL_SCALE:float = 2.0;
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const WORLD_UNITS:float = 32.0;
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func _ready() -> void:
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@@ -27,9 +27,16 @@ func updateOverworldLogic(delta) -> void:
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func updateMovement(delta) -> void:
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# User movement
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var dir:Vector2 = Input.get_vector("left", "right", "up", "down");
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var moveSpeed:float;
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if Input.is_action_pressed("run"):
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moveSpeed = runSpeed;
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else:
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moveSpeed = speed;
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if(dir.x != 0 or dir.y != 0):
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velocity.x = dir.x * speed * delta;
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velocity.z = dir.y * speed * delta;
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velocity.x = dir.x * moveSpeed * delta;
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velocity.z = dir.y * moveSpeed * delta;
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# Update direction
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if(dir.x >= abs(dir.y) and(
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@@ -48,4 +55,3 @@ func updateMovement(delta) -> void:
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direction = Direction.SOUTH;
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elif (dir.y < 0):
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direction = Direction.NORTH;
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pass
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