broken_seals_roguelike/game/player/PlayerGDBase.gd

86 lines
2.7 KiB
GDScript

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.
#The world will need to set these
#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