mirror of
https://github.com/Relintai/broken_seals_2d.git
synced 2024-11-11 20:35:10 +01:00
95 lines
2.9 KiB
GDScript
95 lines
2.9 KiB
GDScript
extends Node
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# Copyright (c) 2022 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export(bool) var generate_on_ready : bool = true
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export(bool) var show_loading_screen : bool = true
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var _player_file_name : String
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var _player : Entity
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# World generation
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# Gets called in ready
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func generate_world():
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# just spawn in the terrain world
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# make it register itself, and then call generation_finished
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pass
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func generation_finished():
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# Spawn the player
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# Entity should be placed under Entities
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# Entity spawner will need to have a layer id for spawning stuff
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# Entity creates it's body and asks for the proper parent node using
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# get_layer()
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if show_loading_screen and not Engine.editor_hint:
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get_node("..").hide_loading_screen()
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# Layers
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func get_layer_spawn_point() -> Transform2D:
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return Transform2D()
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func get_default_layer_id() -> int:
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return 0
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func get_layer(id : int) -> Node:
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return null
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func register_layer(layer : Node, default_spawn_point : Transform2D, is_default : bool = false) -> int:
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return 0 #index / id
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func unregister_layer(layer : Node) -> void:
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pass
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func unregister_layer_id(id : bool) -> void:
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pass
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func clear_layers() -> void:
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pass
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#Character
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func load_character(file_name: String) -> void:
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_player_file_name = file_name
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#This is where things start to break due to preceision
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#var world_pos : Vector2 = Vector2(5000000, 5000000) # In world coords: (0, 4500000), chunk coords: (9765, 9765)
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# var world_pos : Vector2 = Vector2(0, 0)
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# var tm : Vector2 = mesh_transform_terrain.xform(world_pos)
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# _player = ESS.entity_spawner.load_player(file_name, tm, 1) as Entity
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# Server.sset_seed(_player.sseed)
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# spawn(world_pos.x / (cell_size_x * chunk_size_x), world_pos.y / (cell_size_y * chunk_size_x))
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func save() -> void:
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if _player == null or _player_file_name == "":
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return
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ESS.entity_spawner.save_player(_player, _player_file_name)
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func _ready():
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if generate_on_ready:
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generate_world()
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