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using Godot;
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;
private Node2D actorsNode;
private Map Map;
private InputHandler inputHandler;
public override void _Ready() {
base._Ready();
Map = GetNode<Map>("Map");
inputHandler = GetNode<InputHandler>("InputHandler");
actorsNode = GetNode<Node2D>("Actors");
player = new Player(Vector2I.Zero, null, playerDefinition);
Camera2D camera = GetNode<Camera2D>("Camera2D");
RemoveChild(camera);
player.AddChild(camera);
actorsNode.AddChild(player);
Map.Generate(player);
Map.UpdateFOV(player.GridPosition);
}
public override void _PhysicsProcess(double delta) {
base._PhysicsProcess(delta);
Action action = inputHandler.GetAction(player);
if (action != null) {
Vector2I previousPlayerPos = player.GridPosition;
action.Perform();
HandleEnemyTurns();
if (player.GridPosition != previousPlayerPos) {
Map.UpdateFOV(player.GridPosition);
}
}
}
private void HandleEnemyTurns() {
foreach (Actor actor in Map.Map_Data.Actors) {
if (actor is Player) continue;
GD.Print($"O {actor.ActorName} foi cuckado e não tem como agir.");
}
}
}
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