extends Entity class_name PlayerGD # 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. #func _initialize(): # print("dadad") func _from_dict(dict): ._from_dict(dict) randomize() sseed = randi() #PlayerGDBase 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: _query.collision_layer = get_body().get_collision_layer() _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() 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: ESS.entity_spawner.despawn_for(self, ent) sees_removes(ent) for e in currenty_sees_filtered: var ent : Entity = e as Entity if self.get_network_master() != 1: ESS.entity_spawner.spawn_for(self, ent) sees_adds(ent) remote func set_position_remote(pos : Vector2) -> void: if get_tree().is_network_server(): rpc("set_position_remote", pos) #print(position) get_body().position = pos