private void CheckForExits() { if (roofRay.IsColliding()) { //Set the open flag on the wall making contact with the previous room roofOpen = true; //Delete the wall to open it up to the adjacent rooms exit roofWall.QueueFree(); } if (floorRay.IsColliding()) { //Set the open flag on the wall making contact with the previous room floorOpen = true; //Delete the wall to open it up to the adjacent rooms exit floorWall.QueueFree(); } if (frontRay.IsColliding()) { //Set the open flag on the wall making contact with the previous room frontOpen = true; //Delete the wall to open it up to the adjacent rooms exit frontWall.QueueFree(); } if (backRay.IsColliding()) { //Set the open flag on the wall making contact with the previous room backOpen = true; //Delete the wall to open it up to the adjacent rooms exit backWall.QueueFree(); } if (leftRay.IsColliding()) { //Set the open flag on the wall making contact with the previous room leftOpen = true; //Delete the wall to open it up to the adjacent rooms exit leftWall.QueueFree(); } if (rightRay.IsColliding()) { //Set the open flag on the wall making contact with the previous room rightOpen = true; //Delete the wall to open it up to the adjacent rooms exit rightWall.QueueFree(); } }