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Reworked test blocks

pull/1/head
Ryan Reed 1 month ago
parent
commit
fdcae1a674
2 changed files with 29 additions and 18 deletions
  1. +22
    -17
      scenes/world/world.gd
  2. +7
    -1
      scenes/world/world.tscn

+ 22
- 17
scenes/world/world.gd View File

@ -2,36 +2,41 @@ class_name World
extends Node3D
@export var blocks_container: Node3D
@export var dropped_items_container: Node3D
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
EntityManager.create_block.connect(create_block.bind())
EntityManager.drop_block.connect(create_dropped_block.bind())
EntityManager.create_block.connect(_create_block.bind())
EntityManager.drop_block.connect(_create_dropped_block.bind())
_initialize_ground()
create_block("001", Vector3(0, 1, -3))
create_block("002", Vector3(1, 1, -3))
create_block("003", Vector3(2, 1, -3))
create_block("004", Vector3(3, 1, -3))
create_dropped_block("001", Vector3(0, 1, -2))
create_dropped_block("002", Vector3(1, 1, -2))
create_dropped_block("003", Vector3(2, 1, -2))
create_dropped_block("004", Vector3(3, 1, -2))
_create_test_blocks()
func create_block(id: String, block_position: Vector3) -> void:
func _create_block(id: String, block_position: Vector3) -> void:
var block: Block = Globals.BLOCK_PREFAB.instantiate()
block.position = block_position
block.set_id(id)
add_child(block)
blocks_container.add_child(block)
func create_dropped_block(id: String, block_position: Vector3) -> void:
func _create_dropped_block(id: String, block_position: Vector3) -> void:
var block: DroppedBlock = Globals.DROPPED_BLOCK_PREFAB.instantiate()
add_child(block)
dropped_items_container.add_child(block)
block.initialize(id, block_position)
func _create_test_blocks() -> void:
var test_blocks: Array = ["001", "002", "003", "004"]
for index in range(0, test_blocks.size()):
_create_block("00" + str(index + 1), Vector3(index, 1, -3))
_create_block("00" + str(index + 1), Vector3(index, 2, -4))
_create_block("00" + str(index + 1), Vector3(index, 3, -5))
_create_dropped_block("00" + str(index + 1), Vector3(index, 2, -3))
func _initialize_ground() -> void:
for x: int in range(-10, 11):
for z: int in range(-10, 11):
@ -39,7 +44,7 @@ func _initialize_ground() -> void:
var random: int = randi_range(0, 1)
if random:
# Just for testing.. Would probably make mmore sense to just call create_block() directly if still in World
# Just for testing.. Would make more sense to just call _create_block() directly
EntityManager.create_block.emit("001", ground_position)
else:
EntityManager.create_block.emit("002", ground_position)

+ 7
- 1
scenes/world/world.tscn View File

@ -16,8 +16,10 @@ sky = SubResource("Sky_dphjl")
tonemap_mode = 2
glow_enabled = true
[node name="World" type="Node3D"]
[node name="World" type="Node3D" node_paths=PackedStringArray("blocks_container", "dropped_items_container")]
script = ExtResource("1_6m72w")
blocks_container = NodePath("BlocksContainer")
dropped_items_container = NodePath("DroppedItemsContainer")
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_sl2e5")
@ -27,3 +29,7 @@ transform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75
shadow_enabled = true
[node name="Player" parent="." instance=ExtResource("2_sl2e5")]
[node name="BlocksContainer" type="Node3D" parent="."]
[node name="DroppedItemsContainer" type="Node3D" parent="."]

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