extends Node2D # Copyright (c) 2019 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 # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in all # copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # 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 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. func get_layer(index : int) -> Navigation2D: for ch in get_children(): if ch.has_method('collision_layer') and ch.collision_layer() == index: return ch var wl : Navigation2D = world_layer.instance() as Navigation2D add_child(wl) wl.collision_layer = index return wl 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) if spawn_mobs: generate() 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)) func save() -> void: if _player == null or _player_file_name == "": return ESS.entity_spawner.save_player(_player, _player_file_name) func _generation_finished(): 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