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