feat: Introduce 'Stop N Go' arena with new grass assets and a comprehensive player movement manager script.
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@@ -3,13 +3,13 @@
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importer="scene"
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importer="scene"
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importer_version=1
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importer_version=1
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type="PackedScene"
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type="PackedScene"
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uid="uid://cb1atdpit37w"
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uid="uid://eloon3kyu7wo"
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path="res://.godot/imported/Grass only.glb-cc0d20fc21bd6e30d38e530c4cdf5b79.scn"
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path="res://.godot/imported/grass.glb-acb590303f57f9258c1d441d56f333b6.scn"
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[deps]
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[deps]
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source_file="res://assets/models/arena/stop_n_go/Grass only.glb"
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source_file="res://assets/models/arena/stop_n_go/grass.glb"
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dest_files=["res://.godot/imported/Grass only.glb-cc0d20fc21bd6e30d38e530c4cdf5b79.scn"]
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dest_files=["res://.godot/imported/grass.glb-acb590303f57f9258c1d441d56f333b6.scn"]
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[params]
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[params]
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BIN
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Before Width: | Height: | Size: 4.2 MiB After Width: | Height: | Size: 4.1 MiB |
@@ -0,0 +1,44 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://brqobh4ow6jqn"
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path.s3tc="res://.godot/imported/grass_Terrain ground tex.png-3ef293a6cac61450f4105070b9b71c54.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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generator_parameters={
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"md5": "a184576b3eca9e728a947f07525a1557"
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}
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[deps]
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source_file="res://assets/models/arena/stop_n_go/grass_Terrain ground tex.png"
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dest_files=["res://.godot/imported/grass_Terrain ground tex.png-3ef293a6cac61450f4105070b9b71c54.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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@@ -99,10 +99,11 @@ func simple_move_to(grid_position: Vector2i) -> bool:
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Vector2i(0,2), Vector2i(1,2), Vector2i(2,2), Vector2i(3,2),
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Vector2i(0,2), Vector2i(1,2), Vector2i(2,2), Vector2i(3,2),
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Vector2i(17,9), Vector2i(18,9), Vector2i(19,9), Vector2i(20,9), Vector2i(21,9), Vector2i(22,9),
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Vector2i(17,9), Vector2i(18,9), Vector2i(19,9), Vector2i(20,9), Vector2i(21,9), Vector2i(22,9),
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Vector2i(11,10), Vector2i(12,10), Vector2i(13,10), Vector2i(15,10), Vector2i(16,10), Vector2i(17,10), Vector2i(18,10), Vector2i(19,10), Vector2i(20,10), Vector2i(21,10), Vector2i(22,10),
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Vector2i(11,10), Vector2i(12,10), Vector2i(13,10), Vector2i(15,10), Vector2i(16,10), Vector2i(17,10), Vector2i(18,10), Vector2i(19,10), Vector2i(20,10), Vector2i(21,10), Vector2i(22,10),
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Vector2i(0,11), Vector2i(4,11), Vector2i(5,11), Vector2i(6,11), Vector2i(10,11), Vector2i(12,11), Vector2i(13,11), Vector2i(14,11), Vector2i(15,11), Vector2i(16,11), Vector2i(17,11), Vector2i(18,11), Vector2i(19,11), Vector2i(20,11), Vector2i(21,11), Vector2i(22,11)
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Vector2i(0,11), Vector2i(4,11), Vector2i(5,11), Vector2i(6,11), Vector2i(9,11), Vector2i(10,11), Vector2i(11,11), Vector2i(12,11), Vector2i(13,11), Vector2i(14,11), Vector2i(15,11), Vector2i(16,11), Vector2i(17,11), Vector2i(18,11), Vector2i(19,11), Vector2i(20,11), Vector2i(21,11), Vector2i(22,11)
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]
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]
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if grid_position in impenetrable_coords:
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if grid_position in impenetrable_coords:
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is_wall_passable = false
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is_wall_passable = false
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print("[MovementManager] Hard block at %s. Ghost pass denied." % grid_position)
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# Check Floor 0 (Basic Walkability/Void)
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# Check Floor 0 (Basic Walkability/Void)
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if (cell_floor == -1 or cell_floor in enhanced_gridmap.non_walkable_items) and not is_wall_passable:
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if (cell_floor == -1 or cell_floor in enhanced_gridmap.non_walkable_items) and not is_wall_passable:
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