broken_seals_2d/game/scenes/World.gd

63 lines
1.4 KiB
GDScript

extends Navigation2D
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():
pass # Replace with function body.
func load_character(file_name: String) -> void:
_player_file_name = file_name
_player = Entities.load_player(file_name, Vector2(5, 5), 1) as Entity
#TODO hack, do this properly
# _player.set_physics_process(false)
Server.sset_seed(_player.sseed)
generate()
func generate() -> void:
for x in range(-5, 5):
for y in range(-5, 5):
Entities.spawn_mob(1, 50, Vector2(x * 200, y * 200))
func save() -> void:
if _player == null or _player_file_name == "":
return
Entities.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