feat: instantiate dragons in different spots

This commit is contained in:
Gerard Gascón 2025-04-09 17:40:25 +02:00
parent 029ad6d45f
commit 48b6cd42cf
2 changed files with 15 additions and 6 deletions

View file

@ -40,9 +40,5 @@ func _on_change_shoes_pressed() -> void:
func _on_create_pressed() -> void: func _on_create_pressed() -> void:
if dragon_name.text.is_empty(): if dragon_name.text.is_empty():
return return
var result: String = CodeGenerator.new(hat_outfits, shirt_outfits, shoes_outfits).encrypt(hat.texture, shirt.texture, shoes.texture, dragon_name.text)
print(result)
var decrypted: Dictionary = CodeGenerator.new(hat_outfits, shirt_outfits, shoes_outfits).descrypt(result)
print(decrypted)
on_create_dragon.emit(hat.texture, shirt.texture, shoes.texture, dragon_name.text) on_create_dragon.emit(hat.texture, shirt.texture, shoes.texture, dragon_name.text)
queue_free() queue_free()

View file

@ -6,6 +6,8 @@ class_name GameManager
@export var dragon_ingame: PackedScene @export var dragon_ingame: PackedScene
@export var dragon_spots: Array[Node2D] @export var dragon_spots: Array[Node2D]
var _filled_spots: Dictionary[Node2D, int]
@export var hat_outfits: DragonOutfit @export var hat_outfits: DragonOutfit
@export var shirt_outfits: DragonOutfit @export var shirt_outfits: DragonOutfit
@export var shoes_outfits: DragonOutfit @export var shoes_outfits: DragonOutfit
@ -27,6 +29,10 @@ func _ready():
_load_game() _load_game()
func _instantiate_random_dragon():
pass
func move_window_to_bottom_right(): func move_window_to_bottom_right():
var display_index: int = DisplayServer.window_get_current_screen() var display_index: int = DisplayServer.window_get_current_screen()
@ -42,9 +48,12 @@ func move_window_to_bottom_right():
func add_dragon(hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String): func add_dragon(hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String):
# TODO: Check for free positon
var id: int = _library.add_dragon(dragon_name, hat, shirt, shoes) var id: int = _library.add_dragon(dragon_name, hat, shirt, shoes)
_instantiate_dragon_ingame(dragon_spots[0].position, hat, shirt, shoes, dragon_name, id) for spot in dragon_spots:
if not _filled_spots.has(spot):
_instantiate_dragon_ingame(spot.position, hat, shirt, shoes, dragon_name, id)
_filled_spots[spot] = id
break
func _load_game(): func _load_game():
@ -76,6 +85,10 @@ func _pick_dragon(id: int, position: Vector2, hat: Texture2D, shirt: Texture2D,
_dragon_entities[id] = dragon _dragon_entities[id] = dragon
dragon.place_back.connect(_dragon_place_back) dragon.place_back.connect(_dragon_place_back)
add_child(dragon) add_child(dragon)
for spot in _filled_spots:
if _filled_spots[spot] == id:
_filled_spots.erase(spot)
func _dragon_place_back(dragon: Dragon): func _dragon_place_back(dragon: Dragon):