A Minecraft style clone in Godot
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class_name World
extends 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())
_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))
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)
func create_dropped_block(id: String, block_position: Vector3) -> void:
var block: DroppedBlock = Globals.DROPPED_BLOCK_PREFAB.instantiate()
add_child(block)
block.initialize(id, block_position)
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 probably make mmore sense to just call create_block() directly if still in World
EntityManager.create_block.emit("001", ground_position)
else:
EntityManager.create_block.emit("002", ground_position)