mirror of
https://github.com/Relintai/broken_seals_2d.git
synced 2024-11-11 20:35:10 +01:00
Added a new world scene,and roughed out how it should work to be able to easily support networking and multiple 2D layers (maps). (I plan to use Worlds / World2Ds to separate them.)
This commit is contained in:
parent
4808456515
commit
2262dfa5ac
@ -1,6 +1,6 @@
|
||||
extends Node2D
|
||||
extends Node
|
||||
|
||||
# Copyright (c) 2019 Péter Magyar
|
||||
# Copyright (c) 2022 Péter Magyar
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
@ -20,81 +20,75 @@ extends Node2D
|
||||
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
# SOFTWARE.
|
||||
|
||||
export(PackedScene) var world_layer : PackedScene
|
||||
|
||||
export(bool) var spawn_mobs : bool = true
|
||||
export(bool) var editor_generate : bool = false setget set_editor_generate, get_editor_generate
|
||||
export(bool) var generate_on_ready : bool = true
|
||||
export(bool) var show_loading_screen : bool = true
|
||||
export(bool) var generate_on_ready : bool = false
|
||||
|
||||
var initial_generation : bool = false
|
||||
|
||||
var _editor_generate : bool
|
||||
|
||||
var _player_file_name : String
|
||||
var _player : Entity
|
||||
|
||||
func _ready():
|
||||
# print(get_layer(2))
|
||||
pass # Replace with function body.
|
||||
# World generation
|
||||
|
||||
func get_layer(index : int) -> Navigation2D:
|
||||
for ch in get_children():
|
||||
if ch.has_method('collision_layer') and ch.collision_layer() == index:
|
||||
return ch
|
||||
# Gets called in ready
|
||||
func generate_world():
|
||||
# just spawn in the terrain world
|
||||
# make it register itself, and then call generation_finished
|
||||
pass
|
||||
|
||||
var wl : Navigation2D = world_layer.instance() as Navigation2D
|
||||
add_child(wl)
|
||||
wl.collision_layer = index
|
||||
func generation_finished():
|
||||
# Spawn the player
|
||||
# Entity should be placed under Entities
|
||||
# Entity spawner will need to have a layer id for spawning stuff
|
||||
# Entity creates it's body and asks for the proper parent node using
|
||||
# get_layer()
|
||||
|
||||
return wl
|
||||
if show_loading_screen and not Engine.editor_hint:
|
||||
get_node("..").hide_loading_screen()
|
||||
|
||||
# Layers
|
||||
|
||||
func get_layer_spawn_point() -> Transform2D:
|
||||
return Transform2D()
|
||||
|
||||
func get_default_layer_id() -> int:
|
||||
return 0
|
||||
|
||||
func get_layer(id : int) -> Node:
|
||||
return null
|
||||
|
||||
func register_layer(layer : Node, default_spawn_point : Transform2D, is_default : bool = false) -> int:
|
||||
return 0 #index / id
|
||||
|
||||
func unregister_layer(layer : Node) -> void:
|
||||
pass
|
||||
|
||||
func unregister_layer_id(id : bool) -> void:
|
||||
pass
|
||||
|
||||
func clear_layers() -> void:
|
||||
pass
|
||||
|
||||
#Character
|
||||
|
||||
func load_character(file_name: String) -> void:
|
||||
_player_file_name = file_name
|
||||
_player = ESS.entity_spawner.load_player(file_name, Vector3(5, 5, 0), 1) as Entity
|
||||
#TODO hack, do this properly
|
||||
# _player.set_physics_process(false)
|
||||
|
||||
Server.sset_seed(_player.sseed)
|
||||
#This is where things start to break due to preceision
|
||||
#var world_pos : Vector2 = Vector2(5000000, 5000000) # In world coords: (0, 4500000), chunk coords: (9765, 9765)
|
||||
|
||||
if spawn_mobs:
|
||||
generate()
|
||||
# var world_pos : Vector2 = Vector2(0, 0)
|
||||
# var tm : Vector2 = mesh_transform_terrain.xform(world_pos)
|
||||
|
||||
|
||||
|
||||
|
||||
func generate() -> void:
|
||||
for x in range(-2, 2):
|
||||
for y in range(-2, 2):
|
||||
ESS.entity_spawner.spawn_mob(1, 50, Vector3(x * 200, y * 200, 0))
|
||||
# _player = ESS.entity_spawner.load_player(file_name, tm, 1) as Entity
|
||||
# Server.sset_seed(_player.sseed)
|
||||
# spawn(world_pos.x / (cell_size_x * chunk_size_x), world_pos.y / (cell_size_y * chunk_size_x))
|
||||
|
||||
func save() -> void:
|
||||
if _player == null or _player_file_name == "":
|
||||
return
|
||||
|
||||
|
||||
ESS.entity_spawner.save_player(_player, _player_file_name)
|
||||
|
||||
func _generation_finished():
|
||||
func _ready():
|
||||
if generate_on_ready:
|
||||
generate_world()
|
||||
|
||||
if show_loading_screen and not Engine.editor_hint:
|
||||
get_node("..").hide_loading_screen()
|
||||
|
||||
# if _player:
|
||||
# _player.set_physics_process(true)
|
||||
|
||||
func get_editor_generate() -> bool:
|
||||
return _editor_generate
|
||||
|
||||
func set_editor_generate(value : bool) -> void:
|
||||
if value:
|
||||
#library.refresh_rects()
|
||||
|
||||
#level_generator.setup(self, current_seed, false, library)
|
||||
#spawn()
|
||||
pass
|
||||
else:
|
||||
#spawned = false
|
||||
#clear()
|
||||
pass
|
||||
|
||||
_editor_generate = value
|
||||
|
8
game/scenes/World.tscn
Normal file
8
game/scenes/World.tscn
Normal file
@ -0,0 +1,8 @@
|
||||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://scenes/World.gd" type="Script" id=1]
|
||||
|
||||
[node name="World" type="Node"]
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="Entities" type="Node" parent="."]
|
Loading…
Reference in New Issue
Block a user