extends Area2D @export var can_plant_bomb: bool = true func _ready(): add_area_edges() func add_area_edges(): var area_edges = StaticBody2D.new() area_edges.set_collision_layer_value(Utilities.Collision.Layer.SOLID, true) area_edges.add_collision_exception_with(Global.player) var bounds = Utilities.get_collision_shape_bounds($CollisionShape2D) var edges = [ { "a": bounds.position, "b": Vector2(bounds.end.x, bounds.position.y) }, { "a": bounds.position, "b": Vector2(bounds.position.x, bounds.end.y) }, { "a": bounds.end, "b": Vector2(bounds.end.x, bounds.position.y) }, { "a": bounds.end, "b": Vector2(bounds.position.x, bounds.end.y) }, ] for edge in edges: var collision_shape = CollisionShape2D.new() var shape = SegmentShape2D.new() shape.a = edge.a shape.b = edge.b collision_shape.shape = shape area_edges.add_child(collision_shape) add_child(area_edges) func _on_body_entered(body): if body is Player: self._on_player_entered(body) func _on_player_entered(player: Player): var exited_area = Global.last_area $TileMap.process_mode = PROCESS_MODE_INHERIT $TileMap.visible = true self.adjust_camera_to_area(player) if exited_area: exited_area.get_node("TileMap").process_mode = PROCESS_MODE_DISABLED # animate sprite var sprite: AnimatedSprite2D = player.get_node("AnimatedSprite2D") var bounds: Rect2 = Utilities.get_collision_shape_bounds($CollisionShape2D) var sprite_direction = "" if player.position.x <= bounds.position.x: sprite_direction = "right" elif player.position.x >= bounds.end.x: sprite_direction = "left" elif player.position.y <= bounds.position.y: sprite_direction = "down" elif player.position.y >= bounds.end.y: sprite_direction = "up" var sprite_tween = get_tree().create_tween().set_loops(5) sprite_tween.tween_interval(0.25) sprite_tween.tween_callback(func(): sprite.play(sprite_direction) ) var tween = get_tree().create_tween() tween.tween_property( player, "position", player.position + player.DIRECTION * 16, 1.25 ) tween.tween_callback(func(): exited_area.get_node("TileMap").visible = false sprite_tween.kill() sprite.play("idle_" + sprite_direction) ) Global.last_area = self # TODO: handle different child entity groups inside TileMap func adjust_camera_to_area(player: Player) -> Camera2D: var camera: Camera2D = player.get_node("Camera2D") var bounds: Rect2 = Utilities.get_collision_shape_bounds($CollisionShape2D) var duration = 0 if Global.last_area: duration = 1.25 var tween = get_tree().create_tween().set_parallel().set_ease(Tween.EASE_OUT) tween.tween_property(camera, "limit_top", bounds.position.y, duration) tween.tween_property(camera, "limit_right", bounds.end.x, duration) tween.tween_property(camera, "limit_bottom", bounds.end.y, duration) tween.tween_property(camera, "limit_left", bounds.position.x, duration) return camera