feat: Add core map generation and management system
- Introduced MapData, MapGenerator, and MapPainter classes for procedural map generation. - Implemented LevelManager to handle level initialization and navigation. - Created TurnManager for managing turn order in a turn-based system. - Added Player and Enemy character classes with movement and turn-taking capabilities. - Established pathfinding using AStar2D in PathfindingHandler. - Integrated new scenes for player and enemy characters, along with world setup. - Included a new tileset for futuristic Zelda-themed assets.
This commit is contained in:
@@ -0,0 +1,151 @@
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[gd_resource type="TileSet" format=3 uid="uid://cmycomep4ap8y"]
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[ext_resource type="Texture2D" uid="uid://c55vbj78e0yrl" path="res://assets/sprites/tileset_office_walls.png" id="1_cyef1"]
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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_t1ruc"]
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texture = ExtResource("1_cyef1")
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texture_region_size = Vector2i(32, 32)
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0:0/0 = 0
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0:0/0/terrain_set = 0
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0:0/0/terrain = 0
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0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -7.3285065, -7.965769, -7.0098763, -7.6471386, 16, -16, 16)
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0:0/0/terrains_peering_bit/right_side = 0
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0:0/0/terrains_peering_bit/bottom_right_corner = 0
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0:0/0/terrains_peering_bit/bottom_side = 0
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1:0/0 = 0
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1:0/0/terrain_set = 0
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1:0/0/terrain = 0
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1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, -7.3285065, -16, -7.6471386, -16, -16)
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1:0/0/terrains_peering_bit/right_side = 0
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1:0/0/terrains_peering_bit/bottom_right_corner = 0
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1:0/0/terrains_peering_bit/bottom_side = 0
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1:0/0/terrains_peering_bit/bottom_left_corner = 0
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1:0/0/terrains_peering_bit/left_side = 0
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2:1/0 = 0
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2:1/0/terrain_set = 0
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2:1/0/terrain = 0
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2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, 16, 7.3285065, 16, 7.6471386, -16, 16, -16)
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2:1/0/terrains_peering_bit/bottom_side = 0
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2:1/0/terrains_peering_bit/bottom_left_corner = 0
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2:1/0/terrains_peering_bit/left_side = 0
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2:1/0/terrains_peering_bit/top_left_corner = 0
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2:1/0/terrains_peering_bit/top_side = 0
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2:2/0 = 0
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2:2/0/terrain_set = 0
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2:2/0/terrain = 0
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2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, 16, -16, 16, -16, 7.3285065, 7.965769, 7.0098763, 7.6471386, -16, 16, -16)
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2:2/0/terrains_peering_bit/left_side = 0
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2:2/0/terrains_peering_bit/top_left_corner = 0
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2:2/0/terrains_peering_bit/top_side = 0
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1:2/0 = 0
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1:2/0/terrain_set = 0
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1:2/0/terrain = 0
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1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, -16, 7.3285065, 16, 7.6471386, 16, 16)
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1:2/0/terrains_peering_bit/right_side = 0
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1:2/0/terrains_peering_bit/left_side = 0
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1:2/0/terrains_peering_bit/top_left_corner = 0
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1:2/0/terrains_peering_bit/top_side = 0
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1:2/0/terrains_peering_bit/top_right_corner = 0
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0:1/0 = 0
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0:1/0/terrain_set = 0
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0:1/0/terrain = 0
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0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -7.3285065, -16, -7.6471386, 16, -16, 16)
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0:1/0/terrains_peering_bit/right_side = 0
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0:1/0/terrains_peering_bit/bottom_right_corner = 0
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0:1/0/terrains_peering_bit/bottom_side = 0
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0:1/0/terrains_peering_bit/top_side = 0
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0:1/0/terrains_peering_bit/top_right_corner = 0
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0:2/0 = 0
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0:2/0/terrain_set = 0
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0:2/0/terrain = 0
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0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, -16, -16, -7.3285065, -16, -7.0098763, 7.965769, 16, 7.6471386, 16, 16)
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0:2/0/terrains_peering_bit/right_side = 0
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0:2/0/terrains_peering_bit/top_side = 0
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0:2/0/terrains_peering_bit/top_right_corner = 0
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2:0/0 = 0
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2:0/0/terrain_set = 0
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2:0/0/terrain = 0
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2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, 16, 7.3285065, 16, 7.0098763, -7.965769, -16, -7.6471386, -16, -16)
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2:0/0/terrains_peering_bit/bottom_side = 0
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2:0/0/terrains_peering_bit/bottom_left_corner = 0
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2:0/0/terrains_peering_bit/left_side = 0
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3:0/0 = 0
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3:0/0/terrain_set = 0
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3:0/0/terrain = 0
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3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, 16, 6.654772, 16, 6.4749146, 7.014491, 16, 6.834633)
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3:0/0/terrains_peering_bit/right_side = 0
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3:0/0/terrains_peering_bit/bottom_side = 0
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3:0/0/terrains_peering_bit/bottom_left_corner = 0
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3:0/0/terrains_peering_bit/left_side = 0
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3:0/0/terrains_peering_bit/top_left_corner = 0
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3:0/0/terrains_peering_bit/top_side = 0
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3:0/0/terrains_peering_bit/top_right_corner = 0
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4:0/0 = 0
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4:0/0/terrain_set = 0
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4:0/0/terrain = 0
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4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, -16, 6.654772, -7.014491, 6.4749146, -6.834633, 16)
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4:0/0/terrains_peering_bit/right_side = 0
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4:0/0/terrains_peering_bit/bottom_right_corner = 0
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4:0/0/terrains_peering_bit/bottom_side = 0
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4:0/0/terrains_peering_bit/left_side = 0
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4:0/0/terrains_peering_bit/top_left_corner = 0
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4:0/0/terrains_peering_bit/top_side = 0
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4:0/0/terrains_peering_bit/top_right_corner = 0
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4:1/0 = 0
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4:1/0/terrain_set = 0
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4:1/0/terrain = 0
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4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -6.654772, -16, -6.4749146, -7.014491, -16, -6.834633)
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4:1/0/terrains_peering_bit/right_side = 0
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4:1/0/terrains_peering_bit/bottom_right_corner = 0
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4:1/0/terrains_peering_bit/bottom_side = 0
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4:1/0/terrains_peering_bit/bottom_left_corner = 0
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4:1/0/terrains_peering_bit/left_side = 0
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4:1/0/terrains_peering_bit/top_side = 0
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4:1/0/terrains_peering_bit/top_right_corner = 0
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4:2/0 = 0
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4:2/0/terrain_set = 0
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4:2/0/terrain = 0
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4:2/0/terrains_peering_bit/right_side = 0
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4:2/0/terrains_peering_bit/bottom_right_corner = 0
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4:2/0/terrains_peering_bit/bottom_side = 0
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4:2/0/terrains_peering_bit/bottom_left_corner = 0
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4:2/0/terrains_peering_bit/left_side = 0
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4:2/0/terrains_peering_bit/top_left_corner = 0
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4:2/0/terrains_peering_bit/top_side = 0
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4:2/0/terrains_peering_bit/top_right_corner = 0
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3:2/0 = 0
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3:2/0/terrain_set = 0
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3:2/0/terrain = 0
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3:2/0/terrains_peering_bit/right_side = 0
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3:2/0/terrains_peering_bit/bottom_right_corner = 0
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3:2/0/terrains_peering_bit/bottom_side = 0
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3:2/0/terrains_peering_bit/bottom_left_corner = 0
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3:2/0/terrains_peering_bit/left_side = 0
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3:2/0/terrains_peering_bit/top_left_corner = 0
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3:2/0/terrains_peering_bit/top_side = 0
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3:2/0/terrains_peering_bit/top_right_corner = 0
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3:1/0 = 0
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3:1/0/terrain_set = 0
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3:1/0/terrain = 0
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3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, -6.654772, 7.014491, -6.4749146, 6.834633, -16)
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3:1/0/terrains_peering_bit/right_side = 0
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3:1/0/terrains_peering_bit/bottom_right_corner = 0
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3:1/0/terrains_peering_bit/bottom_side = 0
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3:1/0/terrains_peering_bit/bottom_left_corner = 0
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3:1/0/terrains_peering_bit/left_side = 0
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3:1/0/terrains_peering_bit/top_left_corner = 0
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3:1/0/terrains_peering_bit/top_side = 0
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1:1/next_alternative_id = 3
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1:1/0 = 0
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1:1/0/terrain_set = 0
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1:1/1 = 1
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1:1/1/transpose = true
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1:1/1/terrain_set = 0
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[resource]
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tile_size = Vector2i(32, 32)
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physics_layer_0/collision_layer = 1
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terrain_set_0/mode = 0
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terrain_set_0/terrain_0/name = "office_walls"
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terrain_set_0/terrain_0/color = Color(0.7063632, 0, 0.35112187, 1)
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sources/0 = SubResource("TileSetAtlasSource_t1ruc")
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After Width: | Height: | Size: 6.1 KiB |
@@ -0,0 +1,7 @@
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Thank you for purchasing my assets! You can find others or games on my itch.io:
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https://deakcor.itch.io/
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If you want to contact me or follow my works, you can by following my twitter!
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https://twitter.com/deakcor
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