feat: Initial WIP implementation of the path deciding algo
It doesn't really work but oh well
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parent
fa15bbf1a8
commit
29308d78c2
28
chunk.gd
28
chunk.gd
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@ -5,27 +5,33 @@ var exits: Array = [false, false, false, false]
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func _ready() -> void:
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exits = [
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randi() % 2 == 0,
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randi() % 2 == 0,
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randi() % 2 == 0,
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randi() % 2 == 0,
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]
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pass
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#exits = [
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#randi() % 2 == 0,
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#randi() % 2 == 0,
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#randi() % 2 == 0,
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#randi() % 2 == 0,
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#]
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update()
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#update()
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func update() -> void:
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var i = 0
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for exit in exits:
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if not exit:
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continue
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if i == 0: #n
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$n.get_surface_override_material(0).albedo_color = Color.GREEN
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$n.position.y = 1
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#$n.get_surface_override_material(0).albedo_color = Color.GREEN
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if i == 1: #s
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$s.get_surface_override_material(0).albedo_color = Color.GREEN
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$s.position.y = 1
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#$s.get_surface_override_material(0).albedo_color = Color.GREEN
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if i == 2: #w
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$w.get_surface_override_material(0).albedo_color = Color.GREEN
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$w.position.y = 1
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#$w.get_surface_override_material(0).albedo_color = Color.GREEN
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if i == 3: #e
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$e.get_surface_override_material(0).albedo_color = Color.GREEN
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$e.position.y = 1
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#$e.get_surface_override_material(0).albedo_color = Color.GREEN
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i += 1
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@ -31,21 +31,21 @@ script = ExtResource("1_kdh3y")
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mesh = SubResource("PlaneMesh_kdh3y")
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[node name="n" type="MeshInstance3D" parent="." unique_id=1732708017]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2531815, -50.90088)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, -45.583553)
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mesh = SubResource("PlaneMesh_eat54")
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surface_material_override/0 = SubResource("StandardMaterial3D_eat54")
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[node name="s" type="MeshInstance3D" parent="." unique_id=2083422071]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.2531815, 50.541702)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 45.142174)
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mesh = SubResource("PlaneMesh_eat54")
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surface_material_override/0 = SubResource("StandardMaterial3D_a0kup")
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[node name="w" type="MeshInstance3D" parent="." unique_id=518228778]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -50.98094, 1.2531815, -0.19546509)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -44.286728, -1, -0.19546509)
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mesh = SubResource("PlaneMesh_eat54")
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surface_material_override/0 = SubResource("StandardMaterial3D_7yqgf")
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[node name="e" type="MeshInstance3D" parent="." unique_id=1202960026]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 49.071243, 1.2531815, -0.17337036)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 45.81064, -1, -0.17337036)
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mesh = SubResource("PlaneMesh_eat54")
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surface_material_override/0 = SubResource("StandardMaterial3D_381vs")
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132
level.gd
132
level.gd
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@ -1,68 +1,104 @@
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extends Node3D
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@export var dimension: int = 10
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@export var path_count: int = 2
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func dir_to_vector(dir: int) -> Vector2i:
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assert(dir >= 0 and dir <= 3)
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var polarity = dir % 2 # 0: negative, 1: positive
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var axis = floor(dir / 2) # 0: vertical, 1: horizontal
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return Vector2i(
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axis * (polarity * 2 - 1),
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(1 - axis) * (polarity * 2 -1),
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)
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func vector_to_dir(vec: Vector2i) -> int:
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assert(vec.length() == 1)
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if vec == Vector2i(0, -1):
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return 0
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elif vec == Vector2i(0, 1):
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return 1
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elif vec == Vector2i(-1, 0):
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return 2
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elif vec == Vector2i(1, 0):
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return 3
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assert(false)
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return -1
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func _ready() -> void:
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randomize()
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var chunks: Array
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# Populate the array with [dimension(x)][dimension(y)][4]bool
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# Populate the array with [dimension(x)][dimension(y)]bool
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for x in range(dimension):
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var row: Array
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for y in range(dimension):
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chunks.append([
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randi() % 2 == 0,
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randi() % 2 == 0,
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randi() % 2 == 0,
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randi() % 2 == 0,
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])
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row.append(false)
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chunks.append(row)
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# Decide position of station & spawn
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var station = Vector2i(randi() % dimension, 0)
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var spawn = Vector2i(dimension - station.x - 1, dimension - 1)
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var paths: Array = []
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for path_idx in range(path_count):
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var path: Array[Vector2i] = [
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station,
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Vector2i(station.x, station.y + 1),
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]
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#for pathNum in range(2): # Create paths
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#var iPosition = station
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#iPosition.y += 1 # Station always is entered from below
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#var i = 1
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#while true:
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#var path = [false, true, false, false]
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#
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#while true: # select a random neighbour until it's a new one
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#var nextDir = randi() % 4
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#var nextPosition = iPosition
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#
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#if nextDir > 1:
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#nextPosition.x += (nextDir % 2) * 2 - 1
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#else:
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#nextPosition.y += (nextDir % 2) * 2 - 1
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#
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#var passedPrevPath = false
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#for prevPos in path:
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#if prevPos == nextPosition:
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#true
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#
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#if not passedPrevPath:
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#break
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#
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#if iPosition.x == spawn.x and iPosition.y == spawn.y:
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#break # Path finished
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#
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#i += 1
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#
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#while true:
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#chunks[iPosition.x][iPosition.y] = [
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#randi() % 2 == 0,
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#randi() % 2 == 0,
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#randi() % 2 == 0,
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#randi() % 2 == 0,
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#]
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#
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#var openDoorCount = chunks[iPosition.x][iPosition.y].filter(func(isOpen): return isOpen).size()
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#if openDoorCount == 2:
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#break
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while true: # Decide each of the steps
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var last_pos = path.slice(-1)[0]
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var next_dir = dir_to_vector(randi() % 3 + 1) # cannot go up
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var next_pos = (last_pos + next_dir).clampi(0,dimension-1)
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#print(chunks)
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if next_pos in path:
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# Invalid path, try again
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continue
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path.append(next_pos)
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if next_pos == spawn or next_pos.y == dimension-1:
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# End of path
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break
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paths.append(path)
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for path in paths:
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for cell in path:
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chunks[cell.x][cell.y] = true
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var chunk_scn = preload("res://chunk.tscn")
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for rowi in range(dimension):
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for coli in range(dimension):
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var chunk_inst = chunk_scn.instantiate()
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chunk_inst.position = Vector3(
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# TODO: Don't set the size by hand, get it from chunk
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rowi * 101,
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0,
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coli * 101,
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)
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#chunk_inst.get_node("n").position.y = -10
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#chunk_inst.get_node("s").position.y = -10
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#chunk_inst.get_node("w").position.y = -10
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#chunk_inst.get_node("e").position.y = -10
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for path in paths:
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for i in range(path.size()):
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var curr = path[i]
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var next = path.get(i+1)
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if rowi != curr.x or coli != curr.y or not next:
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continue
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var dir = vector_to_dir(next - curr)
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print(next-curr, dir)
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chunk_inst.exits[dir] = true
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chunk_inst.update()
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add_child(chunk_inst)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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@ -24,6 +24,7 @@ environment = SubResource("Environment_vonw3")
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[node name="Player" parent="." unique_id=1536233267 instance=ExtResource("1_u52ul")]
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[node name="Chunk" parent="." unique_id=731620195 instance=ExtResource("3_f2txt")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.08452606, -3.8146973e-06, 0.120262146)
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[node name="MeshInstance3D2" type="MeshInstance3D" parent="." unique_id=306152407]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7.031, 7.5, 0)
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@ -34,7 +35,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7.031, 3.5, -11.78)
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mesh = SubResource("BoxMesh_oi3di")
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[node name="Camera3D" type="Camera3D" parent="." unique_id=2083164402]
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 25.705143, 0)
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 551.1044, 0)
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current = true
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fov = 55.0
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script = ExtResource("2_vonw3")
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@ -1,6 +1,6 @@
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extends CharacterBody3D
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const BASE_STAMINA = 50
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const BASE_SPEED = 10
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const BASE_SPEED = 100
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const SPRINT_MULT = 1.6
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const STAMINA_COST = 15
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const STAMINA_RECOVER = 10
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@ -22,6 +22,5 @@ func _process(delta: float) -> void:
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stamina += STAMINA_RECOVER * delta
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self.velocity = Vector3(dir.x * speed, 0, dir.y * speed)
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print(str(self.velocity))
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self.move_and_slide()
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