class_name World extends Node3D @export var default_spawn_position: Vector3 = Vector3.ZERO @export_group("Nodes and Scenes") @export var blocks_container: Node3D ## Container where spawned blocks are added @export var dropped_items_container: Node3D ## Container where spawned dropped items are added @export var player_scene: PackedScene 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.reset_world.connect(_on_reset_world.bind()) EntityManager.spawn_player.connect(_spawn_player.bind()) _initialize_ground() _create_test_blocks() var default_transform: Transform3D = Transform3D() default_transform.origin = default_spawn_position _spawn_player(default_transform) func _create_block(id: String, block_position: Vector3) -> void: var block: Block = Globals.BLOCK_PREFAB.instantiate() block.position = block_position block.set_id(id) blocks_container.add_child(block) func _create_dropped_block(id: String, start_position: Vector3, direction: Vector3 = Vector3.ZERO, velocity: float = 0.0) -> void: var block: DroppedBlock = Globals.DROPPED_BLOCK_PREFAB.instantiate() dropped_items_container.add_child(block) block.initialize(id, start_position, direction, velocity) func _create_test_blocks() -> void: var test_blocks: Array = ["001", "002", "003", "004", "005", "006"] for index: int in range(1, test_blocks.size() + 1): _create_block("00" + str(index), Vector3(index, 1, -3)) _create_block("00" + str(index), Vector3(index, 2, -4)) _create_block("00" + str(index), Vector3(index, 3, -5)) _create_dropped_block("00" + str(index), Vector3(index, 2, -3)) func _spawn_player(player_position: Transform3D) -> void: if has_node("Player"): $Player.queue_free() await $Player.tree_exited var player: Player = player_scene.instantiate() player.transform = player_position player.name = "Player" add_child(player) func _initialize_ground() -> void: for x: int in range(-10, 11): for z: int in range(-10, 11): var ground_position: Vector3 = Vector3(x, 0, z) var random: int = randi_range(0, 1) if random: # 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) ## Generally for resetting/emptying the world to allow for load_game func _on_reset_world() -> void: for block: Block in blocks_container.get_children(): block.queue_free() for block: DroppedBlock in dropped_items_container.get_children(): block.queue_free()