feat: add persistence to the opened chest via SceneManager opened_chests array;
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@@ -1,12 +1,4 @@
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extends Node2D
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extends Node2D
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var player_next_scene_spawn_pos: Vector2
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var player_next_scene_spawn_pos: Vector2
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var opened_chests: Array[String] = []
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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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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pass
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@@ -7,6 +7,8 @@ var scroll_number = 0
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func _ready() -> void:
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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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is_open = true
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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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@@ -17,6 +19,8 @@ func _process(delta: float) -> void:
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print("found sprite num: ", scroll_number)
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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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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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print("removing sprite: ", scroll_number)
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