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-rw-r--r--scripts/Game.cs21
1 files changed, 16 insertions, 5 deletions
diff --git a/scripts/Game.cs b/scripts/Game.cs
index f5c5240..836af84 100644
--- a/scripts/Game.cs
+++ b/scripts/Game.cs
@@ -3,24 +3,35 @@ using System;
public partial class Game : Node {
private static readonly ActorDefinition playerDefinition = GD.Load<ActorDefinition>("res://assets/definitions/actor/Player.tres");
+ private static readonly ActorDefinition skeletonDefinition = GD.Load<ActorDefinition>("res://assets/definitions/actor/Skeleton.tres");
private Player player;
- public DungeonLevel Map { get; private set; }
+ private Node2D actorsNode;
+ public MapData Map_Data { get; private set; }
private InputHandler inputHandler;
public override void _Ready() {
base._Ready();
- Map = GetNode<DungeonLevel>("Map");
+ Map Map = GetNode<Map>("Map");
+
+ Map_Data = Map.Map_Data;
inputHandler = GetNode<InputHandler>("InputHandler");
+ actorsNode = GetNode<Node2D>("Actors");
- player = new Player(new Vector2I(0, 0), Map, playerDefinition);
+ player = new Player(Vector2I.Zero, Map_Data, playerDefinition);
Camera2D camera = GetNode<Camera2D>("Camera2D");
RemoveChild(camera);
player.AddChild(camera);
- Map.InsertActor(player);
+ actorsNode.AddChild(player);
+
+ Enemy Skeleton = new Enemy(Vector2I.Zero, Map_Data, skeletonDefinition);
+ actorsNode.AddChild(Skeleton);
+
+ Map_Data.InsertActor(new Vector2I(1, 1), player);
+ Map_Data.InsertActor(new Vector2I(3, 4), Skeleton);
}
public override void _PhysicsProcess(double delta) {
@@ -35,7 +46,7 @@ public partial class Game : Node {
}
private void HandleEnemyTurns() {
- foreach (Actor actor in Map.Actors) {
+ foreach (Actor actor in Map_Data.Actors) {
if (actor is Player) continue;
GD.Print($"O {actor.ActorName} foi cuckado e não tem como agir.");