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Checkpoint: Add tile change persistence #2877
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cc395a4
Checkpoint_void first ver
NataliaOspinal b50de8c
Update checkpoint_void.tscn
NataliaOspinal a20d780
Update checkpoint_void.gd
NataliaOspinal ce24aef
fix path tracking
NataliaOspinal b7ad2ca
Final checkpoint_void after testing
NataliaOspinal 6ac56c7
Delete separate prop
NataliaOspinal e4acba8
Update with game_state
NataliaOspinal 80b6aad
Shift overall responsability to checkpoint
NataliaOspinal ee1ce69
Merge branch 'main' into main
NataliaOspinal a3517bf
testing scene + deleting changes in guard
NataliaOspinal 983abaa
Fix: Script and Dev Level
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,11 @@ | ||
| [gd_resource type="Resource" script_class="Quest" format=3 uid="uid://28abe4vgj3ul"] | ||
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|
||
| [ext_resource type="Script" uid="uid://dts1hwdy3phin" path="res://scenes/menus/storybook/components/quest.gd" id="1_ikuea"] | ||
|
|
||
| [resource] | ||
| script = ExtResource("1_ikuea") | ||
| title = "Void Persistence" | ||
| description = "Learn how to set up your checkpoints for persistent enemies!" | ||
| first_scene = "uid://dwgvjv2wxnr0k" | ||
| threads_to_collect = 0 | ||
| metadata/_custom_type_script = "uid://dts1hwdy3phin" |
309 changes: 309 additions & 0 deletions
309
scenes/dev/level_design/void_persistence/void_persistence_test.tscn
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Interesting! We already have 2 other generic facts, one global
GameState.global.facts, and one per-questGameState.quest.facts.For collected buttons, we use those because we don't want the buttons to re-appear when replaying the scene. Now I think for the Void enemy position and consumed tiles, it makes sense to add a new per-scene generic facts. Adding this here will make them reset when the scene changes. Seems to be what we want.