origin stuff I was late committing

This commit is contained in:
2024-12-19 08:14:07 -05:00
parent 3df79803fe
commit e5f0b13429
2 changed files with 154 additions and 33 deletions

View File

@@ -86,15 +86,16 @@ var Keys = []
var RouteCounter = 0 var RouteCounter = 0
var SendToRobo = [] var SendToRobo = []
var RetraveledArray = [] var RetraveledArray = []
var Ori = 0
var amnt = 0
func _input(event): func _input(event):
#if Current_Position != TargetCord: #if Current_Position != TargetCord:
if event.is_action_pressed("ui_left"): if event.is_action_pressed("ui_left"):
goLeft() LeftTurn()
Been_There() Been_There()
AutoBacktrack = false AutoBacktrack = false
elif event.is_action_pressed("ui_right"): elif event.is_action_pressed("ui_right"):
goRight() RightTurn()
Been_There() Been_There()
AutoBacktrack = false AutoBacktrack = false
elif event.is_action_pressed("ui_up"): elif event.is_action_pressed("ui_up"):
@@ -106,7 +107,14 @@ func _input(event):
Been_There() Been_There()
AutoBacktrack = false AutoBacktrack = false
elif event.is_action_pressed("ui_accept"): elif event.is_action_pressed("ui_accept"):
AutoSolve() #AutoSolve()
$Sprite2D.rotation_degrees += 180
$Backv.rotation_degrees += 180
$Forwardv.rotation_degrees += 180
$Leftv.rotation_degrees += 180
$Rightv.rotation_degrees += 180
Ori += 180
elif event.is_action_pressed("ui_text_backspace"): elif event.is_action_pressed("ui_text_backspace"):
print(SendToRobo) print(SendToRobo)
print(Current_Position) print(Current_Position)
@@ -115,8 +123,8 @@ func _input(event):
CommonsSort(arr1) CommonsSort(arr1)
func _process(delta): func _process(delta):
FoundGoal() #FoundGoal()
AllObjectsFound() #AllObjectsFound()
CallableRaycastData() CallableRaycastData()
Mark(Prev_dir) Mark(Prev_dir)
WhatMove() WhatMove()
@@ -134,7 +142,10 @@ func _process(delta):
IntersectionDumping() IntersectionDumping()
CordsDumping() CordsDumping()
FinishCircling() FinishCircling()
#Orienting()
#print(Current_Position)
#print(Ordered_Commands_Backward)
#print(Individual_Steps)
func FoundGoal(): func FoundGoal():
if TargetCord.find(Cords[-1]) != -1 and TargetsArray.find(Cords[-1]) == -1: if TargetCord.find(Cords[-1]) != -1 and TargetsArray.find(Cords[-1]) == -1:
Goal = true Goal = true
@@ -410,8 +421,13 @@ func BackTracking():
print("The distance from the last intersection is : ", Distance_From_Intersection) print("The distance from the last intersection is : ", Distance_From_Intersection)
print("To get to the last intersection follow these steps : ", TrackBack) print("To get to the last intersection follow these steps : ", TrackBack)
if Detail_Dict.Type == "Dead End" and Current_Position != [0,0]: if Detail_Dict.Type == "Dead End" and Current_Position != [0,0]:
print("Moving")
FullReverseTurn()
print("Done reverse")
GoBack(TrackBack)
GoBack(TrackBack) GoBack(TrackBack)
print(TrackBack) print(TrackBack)
print("Done")
func Circling(): func Circling():
if Been_There_Array.size() > 3: if Been_There_Array.size() > 3:
@@ -664,7 +680,15 @@ func MoveAfterIntersection():
else: else:
Invert = false Invert = false
if Invert == true: if Invert == true:#print(Direction.find(Dir))
# if Ori == 0 or Ori == 180:
# print("YYYYYYY")
# if Ori == 0:
# print("Same/Normal Orientation")
# print(Dir)
# if Ori == 180:
# print("Flipped")
# print(Direction[Direction.find(Dir)])
#print(Prev_dir_Opp) #print(Prev_dir_Opp)
IntOptions[-1].erase(Prev_dir_Opp) IntOptions[-1].erase(Prev_dir_Opp)
#print(IntOptions) #print(IntOptions)
@@ -717,7 +741,7 @@ func IntersectionWaysAvailable():
func Been_There(): func Been_There():
if Been_There_Overide == false: if Been_There_Overide == false:
if Cords.find(Current_Position) == -1: if Cords.find(Current_Position) == -1 or Prev_dir == "R" or Prev_dir == "L":
Cords.push_back(Current_Position) Cords.push_back(Current_Position)
Cords_Copy = Cords.duplicate(true) Cords_Copy = Cords.duplicate(true)
Cords = Cords_Copy Cords = Cords_Copy
@@ -869,12 +893,14 @@ func goDown():
dir = Vector2.DOWN dir = Vector2.DOWN
FullCount += 1 FullCount += 1
if not D.is_colliding(): if not D.is_colliding():
self.global_position.y += 24 #self.global_position.y += 24
Current_Position[1] -=1 #Current_Position[1] -=1
Prev_dir = "D" Prev_dir = "F"
Prev_dir_Opp = "U" Prev_dir_Opp = "F"
move += Move_Strength move += Move_Strength
Been_There_Overide = false Been_There_Overide = false
#Ori = 0
Orienting("D")
else: else:
Been_There_Overide = true Been_There_Overide = true
move += Move_Strength move += Move_Strength
@@ -884,12 +910,14 @@ func goUp():
var U = $Backv var U = $Backv
dir = Vector2.UP dir = Vector2.UP
if not U.is_colliding(): if not U.is_colliding():
self.global_position.y -= 24 #self.global_position.y -= 24
Current_Position[1] +=1 #Current_Position[1] +=1
Prev_dir = "U" Prev_dir = "F"
Prev_dir_Opp = "D" Prev_dir_Opp = "F"
move += Move_Strength move += Move_Strength
Been_There_Overide = false Been_There_Overide = false
#Ori = 180
Orienting("U")
else: else:
Been_There_Overide = true Been_There_Overide = true
move += Move_Strength move += Move_Strength
@@ -897,44 +925,124 @@ func goUp():
#BeenTheirFromPrevCord() #BeenTheirFromPrevCord()
FullCount += 1 FullCount += 1
func goRight(): func RightTurn():
var R = $Rightv var R = $Rightv
dir = Vector2.RIGHT dir = Vector2.RIGHT
if not R.is_colliding(): if not R.is_colliding():
self.global_position.x += 24.4 #self.global_position.x += 24.4
Current_Position[0] +=1 #Current_Position[0] +=1
$Sprite2D.rotation_degrees -= 90
$Backv.rotation_degrees -= 90
$Forwardv.rotation_degrees -= 90
$Leftv.rotation_degrees -= 90
$Rightv.rotation_degrees -=90
Prev_dir = "R" Prev_dir = "R"
Prev_dir_Opp = "L" Prev_dir_Opp = "L"
move += Move_Strength move += Move_Strength
Been_There_Overide = false Been_There_Overide = false
Ori -= 90
print(Ori)
Orienting("R")
else: else:
Been_There_Overide = true Been_There_Overide = true
move += Move_Strength move += Move_Strength
print("There is something to your right") print("There is something to your right")
FullCount += 1 FullCount += 1
func goLeft(): func LeftTurn():
var L = $Leftv var L = $Leftv
dir = Vector2.LEFT dir = Vector2.LEFT
if not L.is_colliding(): if not L.is_colliding():
self.global_position.x -= 24.4 #self.global_position.x -= 24.4
Current_Position[0] -=1 #Current_Position[0] -=1
$Sprite2D.rotation_degrees += 90
$Backv.rotation_degrees += 90
$Forwardv.rotation_degrees += 90
$Leftv.rotation_degrees += 90
$Rightv.rotation_degrees +=90
Prev_dir = "L" Prev_dir = "L"
Prev_dir_Opp = "R" Prev_dir_Opp = "R"
move += Move_Strength move += Move_Strength
Been_There_Overide = false Been_There_Overide = false
Ori += 90
Orienting("L")
else: else:
Been_There_Overide = true Been_There_Overide = true
move += Move_Strength move += Move_Strength
print("There is something to your left") print("There is something to your left")
FullCount += 1 FullCount += 1
func Orienting(Dir):
var Base = [0,90,180,270]
var Way = ""
var Default = ["U","D","L","R"]
var LOrientation = ["R","L","D","U"]
var ROrientation = ["L","R", "U","D"]
var BOrientation = ["D","U","R","L"]
if Ori < 0:
Ori = 360 + Ori
if Ori >= 360:
Ori = Ori - 360
#print(Dir)
#print(Ori)
if Ori == 270:
if Dir == "U":
self.global_position.x -= 24.4
Current_Position[0] -=1
if Dir == "D":
self.global_position.x += 24.4
Current_Position[0] +=1
if Dir == "F":
self.global_position.x += 24.4
Current_Position[0] +=1
if Ori == 180:
if Dir == "U":
self.global_position.y += 24
Current_Position[1] -=1
if Dir == "D":
self.global_position.y -= 24
Current_Position[1] +=1
if Dir == "F":
self.global_position.y -= 24
Current_Position[1] +=1
if Ori == 90:
if Dir == "U":
self.global_position.x += 24.4
Current_Position[0] +=1
if Dir == "D":
self.global_position.x -= 24.4
Current_Position[0] -=1
if Dir == "F":
self.global_position.x -= 24.4
Current_Position[0] -=1
if Ori == 0:
if Dir == "U":
self.global_position.y -= 24
Current_Position[1] +=1
if Dir == "D":
self.global_position.y += 24
Current_Position[1] -=1
if Dir == "F":
self.global_position.y += 24
Current_Position[1] -=1
#***** Auto Movement ***** #***** Auto Movement *****
func Move(SetDirection): func Move(SetDirection):
if SetDirection == "R": if SetDirection == "R":
self.global_position.x += 24.4 $Sprite2D.rotation_degrees -= 90
Current_Position[0] +=1 $Backv.rotation_degrees -= 90
$Forwardv.rotation_degrees -= 90
$Leftv.rotation_degrees -= 90
$Rightv.rotation_degrees -=90
Ori -= 90
Prev_dir = "R" Prev_dir = "R"
Prev_dir_Opp = "L" Prev_dir_Opp = "L"
move += Move_Strength move += Move_Strength
@@ -942,28 +1050,32 @@ func Move(SetDirection):
FullCount += 1 FullCount += 1
if SetDirection == "L": if SetDirection == "L":
self.global_position.x -= 24.4 $Sprite2D.rotation_degrees += 90
Current_Position[0] -=1 $Backv.rotation_degrees += 90
$Forwardv.rotation_degrees += 90
$Leftv.rotation_degrees += 90
$Rightv.rotation_degrees +=90
Ori += 90
Prev_dir = "L" Prev_dir = "L"
Prev_dir_Opp = "R" Prev_dir_Opp = "R"
move += Move_Strength move += Move_Strength
Been_There() Been_There()
FullCount += 1 FullCount += 1
if SetDirection == "D": if SetDirection == "F":
self.global_position.y += 24 self.global_position.y += 24
Current_Position[1] -=1 Current_Position[1] -=1
Prev_dir = "D" Prev_dir = "F"
Prev_dir_Opp = "U" Prev_dir_Opp = "F"
move += Move_Strength move += Move_Strength
Been_There() Been_There()
FullCount += 1 FullCount += 1
if SetDirection == "U": if SetDirection == "F":
self.global_position.y -= 24 self.global_position.y -= 24
Current_Position[1] +=1 Current_Position[1] +=1
Prev_dir = "U" Prev_dir = "F"
Prev_dir_Opp = "D" Prev_dir_Opp = "F"
move += Move_Strength move += Move_Strength
Been_There() Been_There()
FullCount += 1 FullCount += 1
@@ -1006,6 +1118,14 @@ func RMove(SetDirection):
Been_There() Been_There()
FullCount += 1 FullCount += 1
func FullReverseTurn():
$Sprite2D.rotation_degrees += 180
$Backv.rotation_degrees += 180
$Forwardv.rotation_degrees += 180
$Leftv.rotation_degrees += 180
$Rightv.rotation_degrees += 180
Ori += 180
func AutoSolve(): func AutoSolve():
var DirectionStrengths = [6,6,5,6] var DirectionStrengths = [6,6,5,6]
var Colliders = RaycastHelper() var Colliders = RaycastHelper()

View File

@@ -209,6 +209,7 @@ position = Vector2(26.6667, 26.6667)
scale = Vector2(0.9, 0.9) scale = Vector2(0.9, 0.9)
[node name="Rightv" type="RayCast2D" parent="TextureRect/Player"] [node name="Rightv" type="RayCast2D" parent="TextureRect/Player"]
visible = false
scale = Vector2(1, 0.950617) scale = Vector2(1, 0.950617)
exclude_parent = false exclude_parent = false
target_position = Vector2(32.8, 0) target_position = Vector2(32.8, 0)