extends Node2D # 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. export(Array, NodePath) var level_paths : Array var levels : Array var current_level : int = -1 var _player_file_name : String var _player : Entity 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(file_name, Vector3(5, 5, 0), 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) func place_player(player: Entity) -> void: return