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odyssey-old/Scenes/Rendering/Occluder.gd

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extends Node2D
class_name Occluder
const MAX_LENGTH = 200
const EPSILON = 0.1
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const DEBUG = false
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var ignore_sides = [false, false, false, false]
var size = Vector2(32, 32)
var origin = null
var polygon: PoolVector2Array = [Vector2.ZERO, Vector2(size.x, 0), Vector2(size.x, size.y), Vector2(0, size.y)]
func _draw():
if polygon == null:
return
if origin == null:
return
var player_position = origin.global_position - global_position
# Find what edges is the players looking at
var edges = [
player_position.y < 0, # TOP
player_position.x > size.x*2, # RIGHT
player_position.y > size.y*2, # BOTTOM
player_position.x < 0 # LEFT
]
for current in range(0, polygon.size()):
var next = (current + 1) % polygon.size()
if not ignore_sides[current] and not edges[current]:
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var points = [
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(polygon[current] * 2.1 - origin.global_position + global_position) * MAX_LENGTH,
polygon[current], polygon[next],
(polygon[next] * 2.1 - origin.global_position + global_position) * MAX_LENGTH
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]
draw_polygon(points, [Color.black])
if DEBUG:
draw_polyline(points, Color.rebeccapurple)
else:
if DEBUG:
if ignore_sides[current]:
draw_line(polygon[current], polygon[next], Color.red, 1)
else:
draw_line(polygon[current], polygon[next], Color.yellow, 2)
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func _process(_delta):
update()
z_index = 999