Enable unit selection and path visualization logic via Cursor interactions.
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@@ -23,24 +23,10 @@ var aStarGrid: AStarGrid2D:
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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# add_child(_MovingMarker)
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# _MovingMarker.hide()
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#
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# create unit at local position (50, 50) => eg mouse position
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_createUnit(GroundLayer.local_to_map(Vector2i(50, 50)))
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# create unit at map position (50, 50) => tile x = 50, y = 50 in the map
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_createUnit(GroundLayer.map_to_local(Vector2i(25,25)))
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for unit in _Units:
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add_child(unit)
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# $CameraController.position = get_viewport().get_camera_2d().get_screen_center_position()
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var firstUnit: Node2D = _Units[0]
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# if firstUnit.is_node_ready():
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# UnitCamera.target = _Units[0].get_path_to(get_parent())
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# UnitCamera.target_node = _Units[0]
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$Player.setup($Map.getGrid())
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if $Player.is_node_ready():
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$Player.setup($Map.getGrid())
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$GameBoard/Cursor.moved.connect($Player.setTarget)
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$GameBoard/Cursor.accept_pressed.connect($Player.selectedUnit)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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@@ -57,6 +43,9 @@ func _input(event: InputEvent) -> void:
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# _MovingMarker.global_position = _getMousePosition(event).position
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_MovingMarker.position = GroundLayer.local_to_map(event.position)
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_MovingMarker.show()
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func selectUnitAt(cell: Vector2i):
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pass
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func _getScreenCenter():
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@@ -1,23 +1,16 @@
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[gd_scene load_steps=13 format=3 uid="uid://d05j5yuhlsxp0"]
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[gd_scene load_steps=10 format=3 uid="uid://d05j5yuhlsxp0"]
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[ext_resource type="PackedScene" uid="uid://cywuuce71rmgb" path="res://Scenes/Map/map.tscn" id="1_1r6ip"]
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[ext_resource type="Script" uid="uid://btdvxp8ckmeb3" path="res://Scenes/Main/main.gd" id="1_qw60k"]
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[ext_resource type="Script" uid="uid://14cwbxcvt5dx" path="res://Scenes/Main/game_board.gd" id="4_5yls4"]
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[ext_resource type="Resource" uid="uid://bpf7mj7w5kftq" path="res://Resource/Grid.tres" id="5_p6jpk"]
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[ext_resource type="Script" uid="uid://dukn3yshfepum" path="res://Scenes/Main/grid_debug.gd" id="5_y3v7k"]
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[ext_resource type="PackedScene" uid="uid://b1d6lktijxy3s" path="res://Scenes/Unit/move/unit.tscn" id="6_2a143"]
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[ext_resource type="Script" uid="uid://cidjtc27oj1gn" path="res://Scenes/Main/cursor.gd" id="7_y3v7k"]
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[ext_resource type="Script" uid="uid://dtme43jtijpok" path="res://Scenes/Main/grid_display.gd" id="8_y3v7k"]
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[ext_resource type="Script" uid="uid://dm40sxvvnbdrn" path="res://Scenes/Main/player.gd" id="9_hryqi"]
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[ext_resource type="Script" path="res://Scenes/Main/grid_display.gd" id="8_y3v7k"]
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[ext_resource type="PackedScene" uid="uid://ct0rg5jelnb3x" path="res://Scenes/Unit/unit_base.tscn" id="9_hryqi"]
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[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_y3v7k"]
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[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_imbg2"]
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size = Vector2(16, 16)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_hfg1r"]
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size = Vector2(32, 32)
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[node name="Main" type="Node"]
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script = ExtResource("1_qw60k")
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grid = ExtResource("5_p6jpk")
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@@ -32,13 +25,6 @@ grid = ExtResource("5_p6jpk")
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script = ExtResource("5_y3v7k")
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grid = ExtResource("5_p6jpk")
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[node name="Unit" parent="GameBoard" instance=ExtResource("6_2a143")]
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position = Vector2(400, 224)
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grid = ExtResource("5_p6jpk")
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[node name="Sprite2D" parent="GameBoard/Unit/PathFollow2D" index="1"]
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texture = null
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[node name="Cursor" type="Node2D" parent="GameBoard"]
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position = Vector2(8, 8)
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script = ExtResource("7_y3v7k")
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@@ -56,6 +42,7 @@ scale = Vector2(2, 2)
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texture = SubResource("PlaceholderTexture2D_y3v7k")
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[node name="HUD" type="CanvasLayer" parent="."]
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visible = false
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[node name="GridDisplay" type="Control" parent="HUD"]
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unique_name_in_owner = true
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@@ -77,21 +64,8 @@ layout_mode = 2
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layout_mode = 2
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text = "Show Grid"
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[node name="Player" type="CharacterBody2D" parent="."]
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script = ExtResource("9_hryqi")
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[node name="PathPrev" type="Line2D" parent="Player"]
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top_level = true
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width = 2.0
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default_color = Color(0, 0.3372549, 0.3372549, 1)
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[node name="Sprite2D" type="Sprite2D" parent="Player"]
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texture = SubResource("PlaceholderTexture2D_imbg2")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"]
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shape = SubResource("RectangleShape2D_hfg1r")
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[node name="Player" parent="." instance=ExtResource("9_hryqi")]
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position = Vector2(8, 8)
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[connection signal="accept_pressed" from="GameBoard/Cursor" to="." method="get_cell_information"]
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[connection signal="toggled" from="HUD/GridDisplay/MarginContainer/PanelContainer/ShowGrid" to="HUD/GridDisplay" method="toggle_grid_display"]
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[editable path="GameBoard/Unit"]
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@@ -4,6 +4,9 @@ extends CharacterBody2D
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var grid: AStarGrid2D
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var currentCell: Vector2i
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var currentPoint: int
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var selected: bool:
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set(v):
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selected = v; $PathPrev.visible = selected;
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var moving: bool:
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set(v):
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moving = v; $PathPrev.visible = not moving; set_physics_process(moving)
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@@ -11,9 +14,12 @@ var moving: bool:
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var targetCell: Vector2i
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var movePts: Array
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func _ready(): moving = false
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func _ready():
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selected = false
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moving = false
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func setup(_grid: AStarGrid2D):
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selected = true
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grid = _grid
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currentCell = pos_to_cell(global_position)
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targetCell = currentCell
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@@ -23,15 +29,18 @@ func pos_to_cell(pos: Vector2):
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func _input(event: InputEvent) -> void:
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if moving: return
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if event is InputEventMouseButton:
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if event.pressed and event.button_index == MOUSE_BUTTON_LEFT: startMove()
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elif event is InputEventMouseMotion:
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var target = Vector2i(pos_to_cell(event.position))
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if target != targetCell:
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movePts = grid.get_point_path(currentCell, target)
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movePts = (movePts as Array).map(func (point): return point + grid.cell_size/2.0)
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$PathPrev.points = movePts
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targetCell = target
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if event.is_action_pressed("SetMarker") and selected: startMove()
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func setTarget(target: Vector2i):
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if !selected: return
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if moving: return
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if target != targetCell:
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movePts = grid.get_point_path(currentCell, target)
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movePts = (movePts as Array).map(func (point): return point + grid.cell_size/2.0)
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$PathPrev.points = movePts
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targetCell = target
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func startMove():
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if movePts.is_empty(): return
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@@ -50,3 +59,9 @@ func _physics_process(delta: float) -> void:
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if (movePts[currentPoint+1] - global_position).length() < 4:
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currentCell = pos_to_cell(global_position)
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currentPoint += 1
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func selectUnit(cell: Vector2i):
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if cell == currentCell:
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selected = true
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else:
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selected = false
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