fix: fixed the sceneEntrance to the dungeoun and back; fixed the opened chest state after switching scenes;
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File diff suppressed because one or more lines are too long
@@ -843,6 +843,7 @@ position = Vector2(-79, -19)
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[node name="SceneEntrance" parent="." unique_id=1734357035 instance=ExtResource("5_oi8ly")]
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[node name="SceneEntrance" parent="." unique_id=1734357035 instance=ExtResource("5_oi8ly")]
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position = Vector2(137, -107)
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position = Vector2(137, -107)
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collision_mask = 1
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[node name="LockedDoor" parent="." unique_id=964088255 instance=ExtResource("6_elpgg")]
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[node name="LockedDoor" parent="." unique_id=964088255 instance=ExtResource("6_elpgg")]
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position = Vector2(137, -107)
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position = Vector2(137, -107)
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@@ -14,7 +14,7 @@ func _process(delta: float) -> void:
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func _on_body_entered(body: Player) -> void:
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func _on_body_entered(body: Player) -> void:
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print("body entered!")
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print("body entered!")
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$"/root/SceneManager".player_next_scene_spawn_pos = player_spawn_pos
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SceneManager.player_next_scene_spawn_pos = player_spawn_pos
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get_tree().change_scene_to_file.call_deferred(next_scene)
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get_tree().change_scene_to_file.call_deferred(next_scene)
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pass # Replace with function body.
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pass # Replace with function body.
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@@ -9,6 +9,7 @@ func _ready() -> void:
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scroll_number = randi_range(1, 4)
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scroll_number = randi_range(1, 4)
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if SceneManager.opened_chests.has(name):
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if SceneManager.opened_chests.has(name):
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is_open = true
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is_open = true
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$AnimatedSprite2D.play("open")
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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if Input.is_action_just_pressed("Interact") and can_interact:
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if Input.is_action_just_pressed("Interact") and can_interact:
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@@ -16,12 +17,9 @@ func _process(delta: float) -> void:
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$Timer.start()
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$Timer.start()
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$AudioStreamPlayer.play()
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$AudioStreamPlayer.play()
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$AnimatedSprite2D.play("open")
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$AnimatedSprite2D.play("open")
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print("found sprite num: ", scroll_number)
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scrolls[scroll_number].visible = true
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scrolls[scroll_number].visible = true
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is_open = true
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is_open = true
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SceneManager.opened_chests.append(name)
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SceneManager.opened_chests.append(name)
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print(SceneManager.opened_chests)
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func _on_timer_timeout() -> void:
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func _on_timer_timeout() -> void:
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print("removing sprite: ", scroll_number)
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scrolls[scroll_number].visible = false
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scrolls[scroll_number].visible = false
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