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godot-roguelike-tutorial's Issues

General Issues

Hi again... Sorry to bother. Your tutorials are amazing. I got a few issues in this rougelike. I probably did something wrong but I don't know what it is.

  1. Two of my rooms and hallways don't line up (how big or small should the rooms be?)
  2. The goblins kill themselves sometimes (does this depend on the size of the room?)
  3. I'm having trouble the the copy and pasting animation in Part 12. When I paste the animation the sword and slash rotate the wrong way and the slash does not go away.
    Rougelike 2.zip

*I subscribed ;]

[SUGGESTION] Have each part of tutorial in a separate tag

Sometimes it's hard to follow what went wrong in my project and I need to ether checkout from your project to see what's going or traverse the commits. a simple git checkout b11f249441a3650664beeefd5de9c8790ec1179f for part 4 will do just fine.

By having existing tag, one can do a git checkout Part_4 and get the stuff in easier way. Plus you can put a link to a tag release for specific versions.

HITBOX TIMER

i've opened in godot 4.1 and im try debuging and found this error on hitbox code so player cannot hit by bat before he hit twice by bat

E 0:01:12:0201 Hitbox.gd:27 @ _on_body_entered(): Timer was not added to the SceneTree. Either add it or set autostart to true.
<C++ Error> Condition "!is_inside_tree()" is true.
<C++ Source> scene/main/timer.cpp:109 @ start()
Hitbox.gd:27 @ _on_body_entered()

Godot Rougelike Tutorial (Episode 7)

Hey dude! I've been following your Godot tutorials, which are amazing and exactly what I've been looking for. Now I'm stuck on your seventh video. To put it simply: the entrance will not close. I did exactly what you did with the Tile Maps 1 & 2 with the 2 single tile and one atlas tile. Before I gave up, I tried one thing. I printed in the _close_entrance() function... And it worked. So, I'm confused why the entrance won't close. Everything rather than that works. Thanks.

Room0:
extends Node2D

const SPAWN_EXPLOSION_SCENE: PackedScene = preload("res://CHARACTERS/ENEMIES/Spawn_Explosion.tscn")
const ENEMY_SCENES: Dictionary = {
"FLYING_ENEMY": preload("res://CHARACTERS/ENEMIES/FLYING_ENEMY/Flying_Enemy.tscn")
}

var num_enemy: int

onready var tile_map: TileMap = get_node("Navigation2D/TileMap2")
onready var entrance: Node2D = get_node("Entrance")
onready var door_container: Node2D = get_node("Doors")
onready var enemy_positions_box: Node2D = get_node("Enemy_Positions")
onready var player_detection: Area2D = get_node("Player_Detection")

func _ready() -> void:
num_enemy = enemy_positions_box.get_child_count()

func _on_enemy_killed() -> void:
num_enemy -= 1
if num_enemy == 0:
_open_doors()

func _open_doors() -> void:
for door in door_container.get_children():
door.open()

func _close_entrance() -> void:
for entry_position in entrance.get_children():
tile_map.set_cellv(tile_map.map_to_world(entry_position.global_position), 1)
tile_map.set_cellv(tile_map.map_to_world(entry_position.global_position) + Vector2.DOWN, 2)
print("sans")

func _spawn_enemies() -> void:
for enemy_positions in enemy_positions_box.get_children():
var enemy: KinematicBody2D = ENEMY_SCENES.FLYING_ENEMY.instance()
var __ = enemy.connect("tree_exited", self, "_on_enemy_killed")
enemy.global_position = enemy_positions.global_position
call_deferred("add_child", enemy)

	var spawn_explosion: AnimatedSprite = SPAWN_EXPLOSION_SCENE.instance()
	spawn_explosion.global_position = enemy_positions.global_position
	call_deferred("add_child", spawn_explosion)

func _on_Player_Detection_body_entered(body: KinematicBody2D) -> void:
player_detection.queue_free()
_close_entrance()
_spawn_enemies()

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