Add enemy interaction island to Dev Archipelago - #2706
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Play this branch at https://play.threadbare.game/branches/endlessm/dev-archipelago-enemy-interaction-island/. (This launches the game from the start, not directly at the change(s) in this pull request.) |
manuq
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One more sheep joke! I like it!
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| func _ready() -> void: | ||
| sheep_sprite = sheep_path_follow.get_node("AnimatedSprite2D") |
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This is hacky. It would be better to give the sheep a "look at side" property like the townies have. Or for now, use a different approch, flip the entire sheep with:
sheep_path_follow.scale.x = -1 if sheep_path_follow.velocity.x < 0 else 1
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I might look into adding the "look at side" property. I think I had done something with inverting the scale in champ_outro.tscn and had to change it.
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look_at_side seems to also use this actually!
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In the case of the townie, I did it that way because of the multiple AnimatedSprite2D nodes it contains. Although I'm not happy. Now that I think about it, each part (hair, head, body, legs) should have a CharacterSpriteBehavior node. That behavior takes care of the flip for you :)
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In the case of the townie, I did it that way because of the multiple AnimatedSprite2D nodes it contains. Although I'm not happy. Now that I think about it, each part (hair, head, body, legs) should have a CharacterSpriteBehavior node. That behavior takes care of the flip for you :)
Oh actually they have it. The "look at side" is used for the initialization, in a wrong way. Now I understand a bug I've seen in which townies walked looking behind.
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The CharacterSpriteBehavior works great and simplifies what has to be done in the dev archipelago scene! @manuq previously approved this, but I wanted to verify the changes are sufficient for merging now that I have changed sheep.tscn which has 8 other owners.
Hopefully this is not overkill! The sheep have just been easier to use than other animals/decorations |
wjt
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This is great. I found a pre-existing bug in the sheep while testing it.
Add elder + dialogue and some decorations to the Enemy Interaction island on Dev Archipelago. I tried this originally with the NO_EDIT template guard sprite frames which looked like a more menacing pursuer of the sheep, but it seemed better to use a townie.
I try to allude to the 6th quest in the narrative document with the dialogue, however there are no visible indications of the void in the archipelago. (Will there be in the new narrative? @saspiers ).
Move
gym_area_test.tscnto the newdev/enemy_interaction/section of dev quest folders.Enemy Interaction island can be home to:
Makes progress on #2578