feat: instantiating dragons to ingame position

This commit is contained in:
Gerard Gascón 2025-04-04 17:32:41 +02:00
parent fc921cc900
commit 610d623653
8 changed files with 64 additions and 19 deletions

View file

@ -2,13 +2,14 @@ extends Node
@export var dragon_template: PackedScene
@export var dragon_ingame: PackedScene
@export var dragon_spots: Array[Node2D]
var _instantiator: DragonInstantiator
func _ready():
_instantiator = DragonInstantiator.new(dragon_template, dragon_spots, get_viewport(), get_window())
_instantiator = DragonInstantiator.new(dragon_template, get_viewport(), get_window())
await get_tree().process_frame
move_window_to_bottom_right()
@ -28,11 +29,23 @@ func move_window_to_bottom_right():
DisplayServer.window_set_position(new_position)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("ui_accept"):
var dragon: Dragon = _instantiator.instantiate()
dragon.place_back.connect(_dragon_place_back)
add_child(dragon)
func _input(event: InputEvent) -> void:
if event.is_pressed() and event.is_action("ui_accept"):
_instantiate_dragon_ingame(dragon_spots[0].position)
func _instantiate_dragon_ingame(position: Vector2):
var dragon: DragonEntity = dragon_ingame.instantiate()
add_child(dragon)
dragon.position = position
dragon.on_pick.connect(_pick_dragon)
func _pick_dragon(position: Vector2):
print(position)
var dragon: Dragon = _instantiator.instantiate(position)
dragon.place_back.connect(_dragon_place_back)
add_child(dragon)
func _dragon_place_back(dragon: Dragon):