mirror of
https://github.com/Relintai/broken_seals_2ds.git
synced 2024-11-22 03:07:17 +01:00
101 lines
2.9 KiB
GDScript
101 lines
2.9 KiB
GDScript
extends Node2D
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# Copyright (c) 2019 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(PackedScene) var world_layer : PackedScene
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export(bool) var spawn_mobs : bool = true
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export(bool) var editor_generate : bool = false setget set_editor_generate, get_editor_generate
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export(bool) var show_loading_screen : bool = true
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export(bool) var generate_on_ready : bool = false
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var initial_generation : bool = false
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var _editor_generate : bool
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var _player_file_name : String
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var _player : Entity
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func _ready():
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# print(get_layer(2))
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pass # Replace with function body.
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func get_layer(index : int) -> Navigation2D:
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for ch in get_children():
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if ch.has_method('collision_layer') and ch.collision_layer() == index:
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return ch
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var wl : Navigation2D = world_layer.instance() as Navigation2D
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add_child(wl)
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wl.collision_layer = index
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return wl
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func load_character(file_name: String) -> void:
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_player_file_name = file_name
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_player = ESS.entity_spawner.load_player(file_name, Vector3(5, 5, 0), 1) as Entity
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#TODO hack, do this properly
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# _player.set_physics_process(false)
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Server.sset_seed(_player.sseed)
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if spawn_mobs:
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generate()
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func generate() -> void:
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for x in range(-2, 2):
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for y in range(-2, 2):
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ESS.entity_spawner.spawn_mob(1, 50, Vector3(x * 200, y * 200, 0))
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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 _generation_finished():
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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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# if _player:
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# _player.set_physics_process(true)
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func get_editor_generate() -> bool:
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return _editor_generate
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func set_editor_generate(value : bool) -> void:
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if value:
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#library.refresh_rects()
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#level_generator.setup(self, current_seed, false, library)
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#spawn()
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pass
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else:
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#spawned = false
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#clear()
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pass
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_editor_generate = value
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