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extends Node3D
var grid: Array[Tile.Tile] = []
var grid_width: int
var grid_height: int
var enemy_inst = preload("res://prefabs/enemy.tscn")
var exit_inst = preload("res://prefabs/exit.tscn")
var bsp_level_inst = preload("res://prefabs/bsp_level_generator.tscn")
var level_done: bool = false
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
spawn_level()
func spawn_level() -> void:
var bsp_level = bsp_level_inst.instantiate()
bsp_level.connect("grid_generated", _grid_generated)
$LevelContainer.add_child(bsp_level)
func place_objects() -> void:
for y in range(grid_height):
for x in range(grid_width):
var pos = Vector2i(x, y)
if grid[pos.y * grid_width + pos.x] == Tile.Tile.PLAYER:
$Player.position = Vector3(pos.x, 0, pos.y) + Vector3(0.5, 0, 0.5)
elif grid[pos.y * grid_width + pos.x] == Tile.Tile.ENEMY:
var enemy = enemy_inst.instantiate()
# Target is controlled through enemy wander AI
enemy.target = null
enemy.position = Vector3(pos.x, 0, pos.y) + Vector3(0.5, 0, 0.5)
$LevelContainer.add_child.call_deferred(enemy)
elif grid[pos.y * grid_width + pos.x] == Tile.Tile.PORTAL:
var exit: Area3D = exit_inst.instantiate()
exit.connect("body_entered", _on_player_exit)
exit.position = Vector3(pos.x, 0, pos.y) + Vector3(0.5, 0, 0.5)
$LevelContainer.add_child.call_deferred(exit)
func reset_level() -> void:
for child in $LevelContainer.get_children():
print("Child is ", child)
$LevelContainer.remove_child(child)
child.queue_free()
spawn_level()
level_done = false
func _process(_delta: float) -> void:
if level_done:
reset_level()
func _on_player_exit(_body: Node3D):
level_done = true
func _grid_generated(p_grid: Array[Tile.Tile], p_grid_width: int, p_grid_height: int) -> void:
grid = p_grid
grid_width = p_grid_width
grid_height = p_grid_height
place_objects()
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