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https://github.com/Relintai/broken_seals_2d.git
synced 2024-11-11 20:35:10 +01:00
Now a few mobs get spawned, also fixed targeting.
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parent
90a602a81f
commit
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@ -302,7 +302,7 @@ func spawn(createinfo : EntityCreateInfo, networked : bool, position : Vector2,
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spawn_parent.add_child(entity_node)
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spawn_parent.add_child(entity_node)
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entity_node.owner = spawn_parent
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entity_node.owner = spawn_parent
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entity_node.translation = position
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entity_node.position = position
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entity_node.initialize(createinfo)
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entity_node.initialize(createinfo)
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@ -199,9 +199,9 @@ func _unhandled_input(event: InputEvent) -> void:
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# if event.button_index == BUTTON_WHEEL_DOWN:
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# if event.button_index == BUTTON_WHEEL_DOWN:
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# camera_pivot.camera_distance_set_delta(0.2)
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# camera_pivot.camera_distance_set_delta(0.2)
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if not event.pressed and event.button_index == BUTTON_LEFT and event.device != -1:
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# if not event.pressed and event.button_index == BUTTON_LEFT and event.device != -1:
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if mouse_down_delta.length() < MOUSE_TARGET_MAX_OFFSET:
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# if mouse_down_delta.length() < MOUSE_TARGET_MAX_OFFSET:
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target(event.position)
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# target(event.position)
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if event.pressed and event.button_index == BUTTON_RIGHT and event.device != -1:
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if event.pressed and event.button_index == BUTTON_RIGHT and event.device != -1:
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target(event.position)
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target(event.position)
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@ -215,8 +215,8 @@ func _unhandled_input(event: InputEvent) -> void:
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func target(position : Vector2):
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func target(position : Vector2):
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var space_state = get_world_2d().direct_space_state
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var space_state = get_world_2d().direct_space_state
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#var results = space_state.intersect_point(map.make_canvas_position_local(position), 32, [], 2)
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var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], 2)
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var results = space_state.intersect_point(position, 32, [], 2)
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#var results = space_state.intersect_point(position, 32, [], 2)
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if results:
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if results:
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for result in results:
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for result in results:
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@ -231,8 +231,8 @@ func target(position : Vector2):
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func cmouseover(event):
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func cmouseover(event):
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var space_state = get_world_2d().direct_space_state
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var space_state = get_world_2d().direct_space_state
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#var results = space_state.intersect_point(map.make_canvas_position_local(position), 32, [], 2)
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var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], 2)
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var results = space_state.intersect_point(position, 32, [], 2)
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#var results = space_state.intersect_point(position, 32, [], 2)
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if results:
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if results:
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for result in results:
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for result in results:
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@ -21,8 +21,15 @@ func load_character(file_name: String) -> void:
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# _player.set_physics_process(false)
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# _player.set_physics_process(false)
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Server.sset_seed(_player.sseed)
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Server.sset_seed(_player.sseed)
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generate()
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func generate() -> void:
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for x in range(-5, 5):
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for y in range(-5, 5):
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Entities.spawn_mob(1, 50, Vector2(x * 200, y * 200))
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func save() -> void:
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func save() -> void:
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if _player == null or _player_file_name == "":
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if _player == null or _player_file_name == "":
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return
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return
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