fucking signals, how do they work

This commit is contained in:
Zoe 2022-05-04 14:10:28 +02:00
parent bcd4a1b031
commit 9d9348faca
6 changed files with 10 additions and 16 deletions

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@ -4,6 +4,3 @@
[node name="StateServer" type="Node"]
script = ExtResource( 1 )
xsize = 14
ysize = 14
zsize = 14

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@ -1,7 +1,5 @@
extends Node
var server = preload("res://native/StateServer.tscn").instance()
onready var server = $StateServer
func _ready():
add_child(server)
server.generate_world()
server.generate_world(1024,1024,512)

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@ -1,6 +1,7 @@
[gd_scene load_steps=4 format=2]
[gd_scene load_steps=5 format=2]
[ext_resource path="res://world/terrain/terrain.tres" type="TileSet" id=1]
[ext_resource path="res://native/StateServer.tscn" type="PackedScene" id=2]
[ext_resource path="res://world/worldcam.gd" type="Script" id=3]
[ext_resource path="res://world/StateApi.gd" type="Script" id=5]
@ -9,6 +10,8 @@
[node name="StateApi" type="Node" parent="."]
script = ExtResource( 5 )
[node name="StateServer" parent="StateApi" instance=ExtResource( 2 )]
[node name="TileMap" type="TileMap" parent="."]
position = Vector2( -2, 0 )
mode = 1

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@ -39,8 +39,8 @@ impl StateServer {
}
#[export]
fn generate_world(&self, _owner: &Node) {
let mut new_world = world::World::new(3, 3, 3);
fn generate_world(&self, _owner: &Node, xsize: usize, ysize: usize, zsize: usize) {
let mut new_world = world::World::new(xsize, ysize, zsize);
new_world.generate();
}
}
@ -48,7 +48,6 @@ impl StateServer {
// signals
impl StateServer {
fn register(builder: &ClassBuilder<StateServer>) {
builder.signal("jumpled").done();
builder
.signal("changed_tile")
.with_param("position", VariantType::Vector3)

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@ -11,18 +11,15 @@ pub struct World {
impl World {
pub fn generate(&mut self) {
let mut tiles = get_vec3(self.xsize, self.ysize, self.zsize);
godot_print!("{:#?}", tiles);
self.tiles = get_vec3(self.xsize, self.ysize, self.zsize);
for x in 0..self.xsize {
for y in 0..self.ysize {
for z in 0..self.zsize {
let tile = tiles::Tile::new(tiles::Tiletypes::Dirt);
tiles[x][y][z] = tile;
self.tiles[x][y][z] = tile;
}
}
}
self.tiles = tiles;
godot_print!("{:?}", self.tiles);
}
pub fn new(xsize: usize, ysize: usize, zsize: usize) -> World {
World {