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