broken_seals_2ds/game/scenes/World.gd

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2022-01-30 23:20:50 +01:00
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