Added player, added tiles, added objects
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@@ -0,0 +1,131 @@
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class_name CollisionSwitcher
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extends Node
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enum Collisions {
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GREY_WORLD = 1 << 0,
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GREY_ENEMY = 1 << 4,
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BLACK_WORLD = 1 << 1,
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BLACK_ENEMY = 1 << 2,
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BLACK_PLAYER = 1 << 3,
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WHITE_WORLD = 1 << 5,
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WHITE_ENEMY = 1 << 6,
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WHITE_PLAYER = 1 << 7,
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GREY = GREY_WORLD | GREY_ENEMY,
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BLACK = BLACK_WORLD | BLACK_ENEMY | BLACK_PLAYER,
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WHITE = WHITE_WORLD | WHITE_ENEMY | WHITE_PLAYER,
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}
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enum State {
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Black,
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White,
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TransitionToBlack,
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TransitionToWhite,
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}
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const COLLISION_WHITE_SHIFT = 4
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const MAX_INTENSITY = 1.0
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const SHADER_SWITCH_COLORS = "shader_parameter/switch_colors"
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const SHADER_INTENSITY = "shader_parameter/intensity"
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@export var object : CollisionObject2D
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@export var state := _state:
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set(value):
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if (_state != value):
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_state = value
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get():
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return _state
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var material : Material:
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set(value):
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material = value
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_apply_color()
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var _state : State = State.White:
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set(value):
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_state = value
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_apply_color()
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var _intensity_tween : Tween
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var _grey_layer := 0
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var _color_layer := 0
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var _grey_mask := 0
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var _color_mask := 0
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func _ready() -> void:
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_grey_layer = _get_grey_collision(object.collision_layer)
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_color_layer = _get_color_collision(object.collision_layer)
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_grey_mask = _get_grey_collision(object.collision_mask)
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_color_mask = _get_color_collision(object.collision_mask)
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func switch_color(time: float = 0.0) -> void:
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if _intensity_tween != null and _intensity_tween.is_running(): return
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if is_zero_approx(time):
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_state = State.Black if _state == State.White else State.White
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else:
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_state = State.TransitionToBlack if _state == State.White else State.TransitionToWhite
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_intensity_tween = create_tween()
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_intensity_tween.tween_method(_set_shader_internsity, 0.0, MAX_INTENSITY, time)
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_intensity_tween.finished.connect(_update_state)
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func _get_grey_collision(collision: int) -> int:
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return collision & Collisions.GREY
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func _get_color_collision(collision: int) -> int:
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var black_collision := collision & Collisions.BLACK
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var white_collision := (collision & Collisions.WHITE) >> COLLISION_WHITE_SHIFT
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return black_collision | white_collision
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func _set_shader_internsity(value: float) -> void:
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material.set(SHADER_INTENSITY, value)
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func _update_state() -> void:
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match _state:
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State.TransitionToBlack:
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state = State.Black
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State.TransitionToWhite:
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state = State.White
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func _apply_color() -> void:
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var layer := 0
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var mask := 0
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match _state:
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State.Black:
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layer = _grey_layer | _color_layer
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mask = _grey_mask | _color_mask
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State.White:
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layer = _grey_layer | (_color_layer << COLLISION_WHITE_SHIFT)
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mask = _grey_mask | (_color_mask << COLLISION_WHITE_SHIFT)
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State.TransitionToBlack, State.TransitionToWhite:
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layer = _grey_layer | _color_layer | (_color_layer << COLLISION_WHITE_SHIFT)
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mask = _grey_mask | _color_mask | (_color_mask << COLLISION_WHITE_SHIFT)
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object.collision_layer = layer
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object.collision_mask = mask
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if material != null:
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var is_black := _state == State.Black or _state == State.TransitionToBlack
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material.set(SHADER_SWITCH_COLORS, is_black)
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