Intialize and cleanup repo

This commit is contained in:
2020-04-30 19:16:46 -04:00
commit 49e859eb1a
89 changed files with 2233 additions and 0 deletions

View File

@ -0,0 +1,21 @@
extends Node
func _ready():
$"/root/MusicManager".play_music("wizards")
$Button.connect("button_down", self, "_on_button_press")
$"/root/NetworkManager".connect("error_occured", self, "_on_error")
$"/root/NetworkManager".connect("logged_in", self, "_on_login")
func _on_error():
$ErrorDialog/ErrorLabel.text = $"/root/NetworkManager".error_info
$ErrorDialog.popup_centered()
func _on_button_press():
if($"/root/NetworkManager".connected):
$"/root/NetworkManager".disconnect_from_server()
else:
$"/root/NetworkManager".connect_as_user($LineEdit.text)
func _on_login():
get_tree().change_scene("res://scenes/game.scn")

View File

@ -0,0 +1,49 @@
extends Node
func _ready():
$Tiles.clear()
$"/root/NetworkManager".connect("world_data_recieved", self, "_on_world_update")
$"/root/NetworkManager".request_world_map()
func _on_world_update():
var data = $"/root/NetworkManager".world_data.split('\n')
for tileUpdate in data:
if len(tileUpdate) > 3:
if ',' in tileUpdate:
var tile_data = tileUpdate.split(',')
if ':' in tile_data[2]:
var pos : Vector2 = $Tiles.map_to_world(Vector2(int(tile_data[0]), int(tile_data[1])))
if 'player:' in tile_data[2]:
print(tile_data)
var player_name = tile_data[2].substr(len('player:'))
print(player_name)
if $"/root/NetworkManager".username == player_name:
$Player.position = pos
else:
update_entity(player_name, pos, "player")
else:
var entity_data = tile_data[2].split(':')
update_entity(entity_data[1], pos, entity_data[0])
else:
$Tiles.set_cell(int(tile_data[0]), int(tile_data[1]), int(tile_data[2]))
if $Loading != null:
$Loading.queue_free()
func display_error(error):
print("Error " + error)
func update_entity(entity_id : String, pos : Vector2, type : String):
var entity : Node2D = get_node_or_null( str(type + "-" + entity_id))
if not entity:
var entity_location = "res://nodes/entities/" + type + ".tscn"
if File.new().file_exists(entity_location):
var gobj = load(entity_location)
entity = gobj.instance()
add_child(entity, true)
entity.set_name(str(type + "-" + entity_id))
else:
display_error("Trying to load entity of type: " + type + ", but failed.")
if entity:
entity.position = pos