mirror of
https://github.com/Relintai/broken_seals_roguelike.git
synced 2024-11-14 10:57:19 +01:00
77 lines
1.6 KiB
GDScript3
77 lines
1.6 KiB
GDScript3
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extends Node2D
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var _player_file_name : String
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var _player : Entity
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export(Array, NodePath) var level_paths : Array
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var levels : Array
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var current_level : int = -1
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func _ready():
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for lp in level_paths:
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var l = get_node(lp)
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if l.visible:
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l.hide()
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levels.append(l)
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func _unhandled_key_input(event):
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if event.scancode == KEY_M and event.pressed:
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var l : int = current_level + 1
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if l >= levels.size():
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l = 0
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switch_to_level(l)
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func switch_to_level(level_index : int):
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_player.get_body().hide()
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if current_level != -1:
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levels[current_level].hide()
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current_level = level_index
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levels[current_level].show()
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if _player.get_parent():
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_player.get_parent().place_player(null)
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_player.get_parent().remove_child(_player)
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levels[current_level].add_child(_player)
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levels[current_level].place_player(_player)
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# _player.get_body().world = levels[current_level]
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_player.get_body().show()
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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(_player_file_name, Vector3.ZERO, 1) as Entity
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_player.get_body().hide()
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#Server.sset_seed(_player.sseed)
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call_deferred("switch_to_level", 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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#so body won't have to check things every time
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func pixel_to_tile(x, y):
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return Vector2.ZERO
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func tile_to_pixel_center(x, y):
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return Vector2.ZERO
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func is_position_walkable(x : int, y : int) -> bool:
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return false
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func get_enemy_at_tile(x : int, y : int) -> Entity:
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return null
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func place_player(player: Entity) -> void:
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return
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