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authorMatheus <matheus.guedes.mg.m@gmail.com>2025-08-17 22:30:35 -0300
committerMatheus <matheus.guedes.mg.m@gmail.com>2025-08-17 22:30:35 -0300
commitc9057bbd88f14a4e0e572c16452c1ab9baebfe2a (patch)
tree61e22e427354995cabe878d7a9f14fb9804c9c8f /scripts/DungeonLevel.cs
parent240156765d88db25dd092fc320005cdb5f28d7a7 (diff)
Atores agora são criados por código.
Diffstat (limited to 'scripts/DungeonLevel.cs')
-rw-r--r--scripts/DungeonLevel.cs9
1 files changed, 5 insertions, 4 deletions
diff --git a/scripts/DungeonLevel.cs b/scripts/DungeonLevel.cs
index cdafdca..68751c5 100644
--- a/scripts/DungeonLevel.cs
+++ b/scripts/DungeonLevel.cs
@@ -3,12 +3,9 @@ using System;
public partial class DungeonLevel : Node2D
{
- public Player player;
private TileMapLayer buildingLayer;
- [Export]
public Godot.Collections.Array<Actor> Actors { get; private set; } = [];
-
private Node2D actorsNode;
public override void _Ready()
@@ -17,7 +14,11 @@ public partial class DungeonLevel : Node2D
buildingLayer = GetNode<TileMapLayer>("Dungeon");
actorsNode = GetNode<Node2D>("Actors");
- player = actorsNode.GetNode<Player>("Player");
+ }
+
+ public void InsertActor(Actor actor) {
+ Actors.Add(actor);
+ actorsNode.AddChild(actor);
}
public bool IsTileWalkable(Vector2I pos) {