broken_seals_roguelike/game/player/PlayerGDBase.gd

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