mirror of
https://github.com/Relintai/broken_seals_2ds.git
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110 lines
3.2 KiB
GDScript3
110 lines
3.2 KiB
GDScript3
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extends Entity
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019 Péter Magyar
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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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# 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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var _timer : float = randf() * 2.0
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var _query : Physics2DShapeQueryParameters
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var _shape : SphereShape
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func _ready():
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_shape = SphereShape.new()
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_shape.radius = 50
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_query = Physics2DShapeQueryParameters.new()
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_query.exclude = [ self ]
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_query.shape_rid = _shape.get_rid()
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set_physics_process(true)
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func _physics_process(delta):
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# if (multiplayer.has_network_peer() and multiplayer.is_network_server()) or not multiplayer.has_network_peer():
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if multiplayer.has_network_peer() and multiplayer.is_network_server():
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_timer += delta
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if _timer > 3:
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_timer -= 3
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update_visibility()
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func update_visibility() -> void:
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_query.collision_layer = get_body().get_collision_layer()
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_query.transform = Transform2D(0, get_body().position)
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var res : Array = get_body().get_world_2d().direct_space_state.intersect_shape(_query)
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#warning-ignore:unassigned_variable
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var currenty_sees : Array = Array()
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for collision in res:
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var collider = collision["collider"]
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if collider is Entity and not currenty_sees.has(collider):
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currenty_sees.append(collider)
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#warning-ignore:unassigned_variable
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var used_to_see : Array = Array()
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for i in range(sees_gets_count()):
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var ent : Entity = sees_gets(i)
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used_to_see.append(ent)
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#warning-ignore:unassigned_variable
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var currenty_sees_filtered : Array = Array()
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for e in currenty_sees:
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currenty_sees_filtered.append(e)
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for e in currenty_sees:
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if used_to_see.has(e):
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used_to_see.erase(e)
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currenty_sees_filtered.erase(e)
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for e in used_to_see:
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var ent : Entity = e as Entity
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if self.get_network_master() != 1:
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ESS.entity_spawner.despawn_for(self, ent)
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sees_removes(ent)
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for e in currenty_sees_filtered:
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var ent : Entity = e as Entity
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if self.get_network_master() != 1:
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ESS.entity_spawner.spawn_for(self, ent)
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sees_adds(ent)
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remote func set_position_remote(pos : Vector2) -> void:
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if get_tree().is_network_server():
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rpc("set_position_remote", pos)
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#print(position)
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get_body().position = pos
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