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