diff --git a/Global.gd b/Global.gd index ac2586a..5ff7461 100644 --- a/Global.gd +++ b/Global.gd @@ -17,8 +17,7 @@ func load_scene(map_data): map_name = map_data var scene = load(map_data+".tscn") print("MAP NAME ",map_data+".tscn") - var map = scene.instance() - return map + return scene.instance() func AddInventoryItem(itemid, amount): for x in range(40): diff --git a/MiscCodes/KinematicBody2D.gd b/MiscCodes/KinematicBody2D.gd index bddf64e..a2dfe34 100644 --- a/MiscCodes/KinematicBody2D.gd +++ b/MiscCodes/KinematicBody2D.gd @@ -4,11 +4,10 @@ const GRAVITY = 0.0 const WALK_SPEED = 200 const interaction_circle_size = 150 #onready var background_map = get_node("/root/base_scene/background") -onready var background_map = get_parent().get_node("background") -#onready var background_map = get_node("background") -onready var vegetation_map = get_parent().get_node("vegetation") -onready var interaction_map = get_parent().get_node("interaction_map") -onready var player_interaction_map = get_parent().get_node("player_interaction") +onready var background_map = get_node("../background") +onready var vegetation_map = get_node("../vegetation") +onready var interaction_map = get_node("../interaction_map") +onready var player_interaction_map = get_node("../player_interaction") onready var cell_size = background_map._get_cell_size() var velocity = Vector2() @@ -42,11 +41,18 @@ func _physics_process(delta): Global.current_camera.Update() func InteractWithCell(): - for _i in self.get_children(): - print(_i) - print(background_map) - print(interaction_map) - var plant_cell_mouse = interaction_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[0] / cell_size.y)) + for _i in self.get_parent().get_children(): + print("Nodes visible ",_i) + if _i is TileMap: + print("Checking ", _i) + for x in 300: + for y in 300: + if _i.get_cell(x, y) != -1: + print(_i.get_cell(x, y)) +# else: +# _i.set_cell(x, y, 1) + + var plant_cell_mouse = interaction_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y)) var plant_cell_character = interaction_map.get_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y)) var background_cell = background_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y)) @@ -54,12 +60,12 @@ func InteractWithCell(): print("plant cell mouse line 1: ", interaction_map.get_cell(12, 36)) print('plant_cell_mouse=',plant_cell_mouse,' | plant_cell_character=', plant_cell_character,' | background_cell=', background_cell,' | interaction_cell=',interaction_cell) - GlobalGameFunctions.SoundOnInteraction(self, "standard") if plant_cell_mouse > 0 and plant_cell_mouse % 2 == 0: Global.AddInventoryItem(plant_cell_mouse/2, 1) interaction_map.set_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y), (plant_cell_mouse-1)) AnimationOnInteraction(1) + GlobalGameFunctions.SoundOnInteraction(self, "standard") Global.Save() elif plant_cell_character > 0 and plant_cell_character % 2 == 0: Global.AddInventoryItem(plant_cell_character/2, 1) diff --git a/MiscCodes/MiscButtons.gd b/MiscCodes/MiscButtons.gd index cc9a950..717d317 100644 --- a/MiscCodes/MiscButtons.gd +++ b/MiscCodes/MiscButtons.gd @@ -1,14 +1,7 @@ extends TouchScreenButton -#func _input(always): func _physics_process(delta): if Input.is_action_pressed("move_left") and Input.is_action_pressed("move_right"): show() elif Input.is_action_pressed("ui_end"): hide() - - - -# Called every frame. 'delta' is the elapsed time since the previous frame. -#func _process(delta): -# pass diff --git a/MiscCodes/background_script.gd b/MiscCodes/background_script.gd index c1d8ac9..eda14e9 100644 --- a/MiscCodes/background_script.gd +++ b/MiscCodes/background_script.gd @@ -10,9 +10,9 @@ func _unhandled_input(event): var pl_pos = player.position var pl_pos_tile = Vector2(pl_pos.x / cell_size.x, pl_pos.y / cell_size.y) var pl_tile = get_cellv(pl_pos_tile) - if event == Input.action_press("map_interaction"): - if(pl_tile != -1): - set_cellv(pl_pos_tile, -1) +# if event == Input.action_press("map_interaction"): +# if(pl_tile != -1): +# set_cellv(pl_pos_tile, -1) func _on_Settings_pressed(): Global.GoToScene("menu")