now it's actually playable
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13 changed files with 84 additions and 26 deletions
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@ -15,13 +15,15 @@ public partial class And : Node
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public void Increment()
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{
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_buttons++;
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GD.Print($"Increment {_buttons}/{CountOfButtons}");
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if (_buttons == CountOfButtons)
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EmitSignal(SignalName.ConditionNotMet);
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EmitSignal(SignalName.ConditionMet);
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}
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public void Decrement()
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{
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_buttons--;
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GD.Print($"Decrement {_buttons}/{CountOfButtons}");
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if (_buttons != CountOfButtons)
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EmitSignal(SignalName.ConditionNotMet);
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}
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@ -3,12 +3,18 @@ using Godot;
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public partial class Door : Node2D
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{
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private AnimatedSprite2D _animatedSprite2D;
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private CollisionShape2D _collisionShape2D;
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private StaticBody2D _staticBody2D;
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private uint _collisionMask;
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private uint _collisionLayer;
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public override void _Ready()
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{
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_animatedSprite2D = (AnimatedSprite2D)FindChild("AnimatedSprite2D");
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_collisionShape2D = (CollisionShape2D)FindChild("CollisionShape2D");
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_staticBody2D = (StaticBody2D)FindChild("StaticBody2D");
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_collisionMask = _staticBody2D.CollisionMask;
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_collisionLayer = _staticBody2D.CollisionLayer;
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Close();
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}
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@ -16,12 +22,16 @@ public partial class Door : Node2D
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public void Close()
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{
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_animatedSprite2D.Play("close");
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_collisionShape2D.Disabled = false;
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_staticBody2D.CollisionMask = _collisionMask;
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_staticBody2D.CollisionLayer = _collisionLayer;
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}
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public void Open()
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{
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_animatedSprite2D.Play("open");
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_collisionShape2D.Disabled = true;
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_staticBody2D.CollisionMask = 0;
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_staticBody2D.CollisionLayer = 0;
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}
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}
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