XPilotGodot/World/PlayingField.gd

141 lines
4.4 KiB
GDScript

extends Node2D
var options = {}
var base_pos = Vector2i(0,0)
# Called when the node enters the scene tree for the first time.
func _ready():
default_options()
load_map("res://Maps/default.xp")
# $"Player ship".position = Vector2(500., 500.)
if not multiplayer.is_server():
return
multiplayer.peer_connected.connect(add_player)
multiplayer.peer_disconnected.connect(del_player)
# Spawn already connected players
for id in multiplayer.get_peers():
add_player(id)
# Spawn the local player unless this is a dedicated server export.
if not OS.has_feature("dedicated_server"):
add_player(1)
func _exit_tree():
if not multiplayer.is_server():
return
multiplayer.peer_connected.disconnect(add_player)
multiplayer.peer_disconnected.disconnect(del_player)
func add_player(id: int):
var player_ship = preload("res://World/PlayerShip.tscn").instantiate()
# Set player id.
player_ship.player = id
player_ship.position = Vector2(600, 600)
if id == 1:
player_ship.position = Vector2(800, 600)
player_ship.name = str(id)
$Players.add_child(player_ship, true)
func del_player(id: int):
if not $Players.has_node(str(id)):
return
$Players.get_node(str(id)).queue_free()
func default_options():
options["gravity"] = 100
options["mapheight"] = 100
func load_map(file_name):
parse_map_file(file_name)
apply_options()
func parse_map_file(file_name):
# Remove current map if any
$TileMap.clear()
# Build a dictionary that translates letter codes from
# the map format to tiles
var tile_dictionary = {}
var atlas_source = $TileMap.tile_set.get_source(0)
for i in range(atlas_source.get_tiles_count()):
var tile_id = atlas_source.get_tile_id(i)
var tile_data = atlas_source.get_tile_data(tile_id, 0)
var letter_code = tile_data.get_custom_data("Letter code")
for letter in letter_code:
tile_dictionary[letter] = tile_id
# Load the map from file
var mapfile = FileAccess.open(file_name, FileAccess.READ)
if not mapfile:
print("Couldn't open map file")
return
var multi_line_mode_option = ""
var multi_line_terminator = ""
var multi_line_content = ""
var line_number = 0
while not mapfile.eof_reached():
var line = mapfile.get_line()
line_number += 1
if multi_line_mode_option:
if line.contains(multi_line_terminator):
options[multi_line_mode_option] = multi_line_content
multi_line_mode_option = ""
else:
multi_line_content += line
else:
# Remove comments
var comment_pos = line.find('#')
if comment_pos >= 0:
line = line.left(comment_pos)
# Get rid of extra whitespace
line = line.strip_edges()
# If what is left over is an empty line, skip it
if line.length() == 0:
continue
var option = line.split(':', true, 1)
if option.size() != 2:
print("Invalid data on line ", line_number)
continue
# Multiline values expand over many lindes until a specified keyword is reached
if option[1].contains("\\multiline:"):
multi_line_mode_option = option[0].strip_edges().to_lower()
multi_line_terminator = option[1].split("\\multiline:")[1].strip_edges()
continue
options[option[0].strip_edges().to_lower()] = option[1].strip_edges()
if multi_line_mode_option != "":
print("EOF reached before end of multiline")
var edge_wrap = false
if options.has("edgewrap"):
edge_wrap = (options["edgewrap"] == "yes")
if options.has("mapdata") and options.has("mapwidth") and options.has("mapheight"):
var width = int(options["mapwidth"])
var height = int(options["mapheight"])
var data = options["mapdata"]
for iy in range(height):
for ix in range(width):
var letter_code = data[iy * width + ix]
if tile_dictionary.has(letter_code):
$TileMap.set_cell(0, Vector2i(ix, iy), 0, tile_dictionary[letter_code])
if edge_wrap:
$TileMap.set_cell(0, Vector2i(ix + width, iy), 0, tile_dictionary[letter_code])
$TileMap.set_cell(0, Vector2i(ix + width, iy + height), 0, tile_dictionary[letter_code])
$TileMap.set_cell(0, Vector2i(ix, iy + height), 0, tile_dictionary[letter_code])
else:
print("Map data or dimensions missing")
func apply_options():
var width = int(options["mapwidth"])
var height = int(options["mapheight"])
get_node("Map boundaries/CollisionShape2D").shape.size = 64 * Vector2i(width, height)
get_node("Map boundaries").position = 64 * Vector2i(width, height) / 2
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass