broken_seals_roguelike/game/scenes/World.gd

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GDScript3
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2020-07-16 19:36:14 +02:00
extends Node2D
var _player_file_name : String
var _player : Entity
export(Array, NodePath) var level_paths : Array
var levels : Array
var current_level : int = -1
func _ready():
for lp in level_paths:
var l = get_node(lp)
if l.visible:
l.hide()
levels.append(l)
func _unhandled_key_input(event):
if event.scancode == KEY_M and event.pressed:
var l : int = current_level + 1
if l >= levels.size():
l = 0
switch_to_level(l)
func switch_to_level(level_index : int):
_player.get_body().hide()
if current_level != -1:
levels[current_level].hide()
current_level = level_index
levels[current_level].show()
if _player.get_parent():
_player.get_parent().place_player(null)
_player.get_parent().remove_child(_player)
levels[current_level].add_child(_player)
levels[current_level].place_player(_player)
# _player.get_body().world = levels[current_level]
_player.get_body().show()
func load_character(file_name: String) -> void:
_player_file_name = file_name
_player = ESS.entity_spawner.load_player(_player_file_name, Vector3.ZERO, 1) as Entity
_player.get_body().hide()
#Server.sset_seed(_player.sseed)
call_deferred("switch_to_level", 0)
func save() -> void:
if _player == null or _player_file_name == "":
return
ESS.entity_spawner.save_player(_player, _player_file_name)
#so body won't have to check things every time
func pixel_to_tile(x, y):
return Vector2.ZERO
func tile_to_pixel_center(x, y):
return Vector2.ZERO
func is_position_walkable(x : int, y : int) -> bool:
return false
func get_enemy_at_tile(x : int, y : int) -> Entity:
return null
func place_player(player: Entity) -> void:
return