DungeonCrawler/world.gd
2026-03-15 00:38:53 +01:00

58 lines
1.8 KiB
GDScript

# World.gd
# Initialisiert die Spielwelt: weist dem Gegner den Spieler als Ziel zu
extends Node3D
const ENEMY_SCENE = preload("res://enemy.tscn")
const CLASS_SELECTION_MENU = preload("res://class_selection_menu.tscn")
const RESPAWN_TIME = 5.0
# Startausrüstung
const STARTER_WEAPON = preload("res://equipment/iron_sword.tres")
const STARTER_CHEST = preload("res://equipment/leather_chest.tres")
@onready var player = $Player
func _ready():
# Klassenauswahl-Menü anzeigen
var menu = CLASS_SELECTION_MENU.instantiate()
add_child(menu)
menu.class_selected.connect(_on_class_selected)
# Klasse ausgewählt: Spieler initialisieren
func _on_class_selected(character_class: CharacterClass):
player.character_class = character_class
# Startausrüstung geben
player.equip_item(STARTER_WEAPON)
player.equip_item(STARTER_CHEST)
player._calculate_stats()
player.current_hp = player.max_hp
player.hud.update_health(player.current_hp, player.max_hp)
print("Klasse gewählt: ", character_class.class_name_de)
# Jetzt Gegner initialisieren
var enemy = get_node("Enemy")
_setup_enemy(enemy)
# Gegner initialisieren und Signal verbinden
func _setup_enemy(enemy):
if enemy and player:
enemy.target = player
enemy.enemy_died.connect(_on_enemy_died)
else:
print("Fehler: Player oder Enemy nicht gefunden!")
# Gegner gestorben: Nach 5 Sekunden respawnen
func _on_enemy_died(spawn_position: Vector3, _xp_reward: int):
print("Respawn in ", RESPAWN_TIME, " Sekunden...")
await get_tree().create_timer(RESPAWN_TIME).timeout
_spawn_enemy(spawn_position)
# Neuen Gegner an Position spawnen
func _spawn_enemy(position: Vector3):
var new_enemy = ENEMY_SCENE.instantiate()
add_child(new_enemy)
new_enemy.global_position = position
_setup_enemy(new_enemy)
print("Gegner respawned!")