From afea937948a4195fd5f873ed253469b3f9a426cc Mon Sep 17 00:00:00 2001 From: KirbyKidJ <70983335+KirbyKid256@users.noreply.github.com> Date: Sun, 21 Sep 2025 23:40:35 -0700 Subject: [PATCH] Doors and Key Fixes This fixes the Door animation so that when you enter a door and exit around the same general area, the door you entered from closes automatically. Also added some fixes for the Level Editor where after leaving the playtest mode, the number of keys you have resets to 0 and the locked doors re-lock. --- Scripts/Classes/Editor/LevelEditor.gd | 2 ++ Scripts/Classes/Entities/Objects/Door.gd | 1 + 2 files changed, 3 insertions(+) diff --git a/Scripts/Classes/Editor/LevelEditor.gd b/Scripts/Classes/Editor/LevelEditor.gd index 04b602c..ded6385 100644 --- a/Scripts/Classes/Editor/LevelEditor.gd +++ b/Scripts/Classes/Editor/LevelEditor.gd @@ -294,6 +294,8 @@ func return_to_editor() -> void: return_editor_tiles() %Camera.enabled = true %Camera.make_current() + KeyItem.total_collected = 0 + Door.unlocked_doors.clear() editor_start.emit() current_state = EditorState.IDLE handle_hud() diff --git a/Scripts/Classes/Entities/Objects/Door.gd b/Scripts/Classes/Entities/Objects/Door.gd index 7ebc6cd..4a34d22 100644 --- a/Scripts/Classes/Entities/Objects/Door.gd +++ b/Scripts/Classes/Entities/Objects/Door.gd @@ -87,6 +87,7 @@ func player_exit(player: Player) -> void: exiting_door_id = -1 can_enter = false LevelEditor.play_door_transition = false + if same_scene_exiting_door != null: same_scene_exiting_door.get_node("Sprite").play("Idle") same_scene_exiting_door = null player.global_position = global_position player.recenter_camera()