fix: Enforce rooms to be located at (0,0) (#576)
Co-authored-by: Balloonpopper <balloonpopper@git.com>
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@@ -178,6 +178,17 @@ func init_room(room: ESCRoom) -> void:
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if escoria.main.current_scene == null:
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escoria.main.set_scene(room)
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# If the room node isn't at (0,0), the walk_stop function will offset the
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# player by the same number of pixels when they're at the terrain edge and
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# move them when it shouldn't.
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if room.position != Vector2(0,0):
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escoria.logger.report_errors(
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"ESCRoomManager.init_room: Room node not at (0,0)",
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[
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"The room node's coordinates must be (0,0) instead of %s." % room.position
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]
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)
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_perform_script_events(room)
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@@ -185,7 +185,6 @@ tracks/3/keys = {
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[sub_resource type="CapsuleShape2D" id=8]
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[node name="room2" type="Node2D"]
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position = Vector2( -2, 0 )
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script = ExtResource( 6 )
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global_id = "room2"
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esc_script = "res://game/rooms/room02/esc/room02_bridge.esc"
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