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odyssey-old/Scenes/World.gd

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extends Node2D
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class_name GameWorld
enum Map { RUNTIME, ODYSSEY, EMPTY }
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const playerRes := preload("res://Actors/Player/Player.tscn")
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var map: GameMap = null
var player = null
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onready var scene_manager = $"/root/SceneManager"
func load_map(map_name):
match map_name:
Map.RUNTIME:
map = scene_manager.queue.get_resource("res://Scenes/Maps/runtime.tscn").instance()
Map.ODYSSEY:
map = scene_manager.queue.get_resource("res://Scenes/Maps/odyssey.tscn").instance()
Map.EMPTY:
map = preload("res://Scenes/Maps/empty.tscn").instance()
add_child(map)
func spawn_player(peer: int, is_current_user: bool):
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var playerNode := playerRes.instance()
playerNode.set_network_master(peer, true)
playerNode.is_controlled = is_current_user
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var spawnpoints := map.get_pois(POI.POIType.SpawnPoint, POI.POIClass.Player)
if spawnpoints.size() > 0:
playerNode.transform.origin = (spawnpoints[0] as Node2D).transform.origin
else:
print("Map does not have Player spawnpoint POI! Spawning at origin (very bad)")
$players.add_child(playerNode, true)
if is_current_user:
player = playerNode
for tilemap in map.tilemaps:
if tilemap is MapTiles:
tilemap.set_occluder_origin(playerNode)
return playerNode