extends Node # 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 # 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(bool) var generate_on_ready : bool = true export(bool) var show_loading_screen : bool = true var _player_file_name : String var _player : Entity # World generation # Gets called in ready func generate_world(): # just spawn in the terrain world # make it register itself, and then call generation_finished pass 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() 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 #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) # var world_pos : Vector2 = Vector2(0, 0) # var tm : Vector2 = mesh_transform_terrain.xform(world_pos) # _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 _ready(): if generate_on_ready: generate_world()