Using the new MapGlobal at various parts and switched away from the Grid.resource
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@@ -6,12 +6,20 @@ var show_grid_display: bool:
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set(v): show_grid_display = v; queue_redraw()
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func toggle_grid_display(on: bool):
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grid = MapGlobal.GetGrid()
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show_grid_display = on
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func getNewGrid():
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grid = MapGlobal.GetGrid()
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func _draw():
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if not grid or not show_grid_display: return
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for x in grid.region.size.x:
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for y in grid.region.size.y:
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var p = Vector2(x, y)
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var p = Vector2(x + grid.region.position.x, y + grid.region.position.y)
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var col = Color(1,0,0,0.3) if grid.is_point_solid(p) else Color(0,1,0,0.3)
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draw_rect(Rect2(p*grid.cell_size, grid.cell_size), col)
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func _on_player_move_finished() -> void:
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getNewGrid() # Replace with function body.
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@@ -1,53 +1,16 @@
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extends Node
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@export var grid: Resource
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@onready var _Map: Node = $Map
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@onready var _Camera = $CameraController
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# Units
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var _UnitScene = preload("res://Scenes/Unit/unit.tscn")
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var _Units: Array[Unit] = []
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# MovingMarker
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var _MovingMarkerScene = preload("res://Scenes/Unit/marker.tscn")
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var _MovingMarker: Node2D = _MovingMarkerScene.instantiate()
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#@export var mapSize: int = 15
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@onready var UnitCamera: SmartCamera2D = $SmartCamera2D
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@onready var GroundLayer: TileMapLayer = $Map/Ground
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var aStarGrid: AStarGrid2D:
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set(v): aStarGrid = v;
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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aStarGrid = MapGlobal.GenerateGridFromLayer($Map/Obstacles)
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if $Player.is_node_ready():
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$Player.setup($Map.getGrid())
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$Player.setup(MapGlobal.GetGrid())
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$GameBoard/Cursor.moved.connect($Player.setTarget)
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$GameBoard/Cursor.accept_pressed.connect($Player.selectUnit)
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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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pass
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func _createUnit(pos: Vector2i):
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var newUnit = _UnitScene.instantiate()
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newUnit.set("_spawnPosition", pos)
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_Units.append(newUnit as Unit)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("SetMarker"):
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print("Action is SetMarker")
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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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return get_viewport().get_camera_2d().get_screen_center_position()
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@@ -55,19 +18,5 @@ func _getScreenCenter():
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func _getMousePosition(event: InputEvent):
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return get_viewport().get_camera_2d().make_input_local(event)
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#func prepareAStarGrid():
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# var astarGrid = AStarGrid2D.new()
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# astarGrid.cell_size = GroundLayer.tile_set.tile_size
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# astarGrid.region = Rect2(Vector2.ZERO, ceil(get_viewport_rect().size / astarGrid.cell_size))
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# astarGrid.update()
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#
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# for id in ObstacleLayer.get_used_cells():
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# var data: TileData = ObstacleLayer.get_cell_tile_data(id)
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# if data and data.get_custom_data('obstacle'):
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# astarGrid.set_point_solid(id)
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#
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# %GridDisplay.grid = astarGrid
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func get_cell_information(cell):
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print(cell)
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@@ -1,7 +1,8 @@
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[gd_scene load_steps=10 format=3 uid="uid://d05j5yuhlsxp0"]
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[gd_scene load_steps=11 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://76bfwrwrqfqr" path="res://Scenes/Map/map_global.gd" id="3_hryqi"]
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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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@@ -13,9 +14,9 @@
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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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[node name="Map" parent="." instance=ExtResource("1_1r6ip")]
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script = ExtResource("3_hryqi")
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[node name="GameBoard" type="Node2D" parent="."]
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script = ExtResource("4_5yls4")
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@@ -42,7 +43,6 @@ 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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@@ -69,3 +69,4 @@ 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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[connection signal="MoveFinished" from="Player" to="HUD/GridDisplay" method="_on_player_move_finished"]
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@@ -1,16 +1,24 @@
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extends CharacterBody2D
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@export var SPEED = 400.0
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@export var unitData = {
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"MoveRange": 5,
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"MoveRangeV": Vector2i(5, 5),
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"Speed": 400.0
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}
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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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selected = v; $PathPrev.visible = selected; if selected: MapGlobal.SetRegion(calculateMovementRegion())
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var moving: bool:
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set(v):
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moving = v; $PathPrev.visible = not moving; set_physics_process(moving)
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signal MoveFinished
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var targetCell: Vector2i
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var movePts: Array
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@@ -25,7 +33,7 @@ func setup(_grid: AStarGrid2D):
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targetCell = currentCell
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func pos_to_cell(pos: Vector2):
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return pos / grid.cell_size
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return pos / Vector2(MapGlobal.getData()["cellSize"])
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func _input(event: InputEvent) -> void:
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if moving: return
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@@ -36,10 +44,12 @@ func setTarget(target: Vector2i):
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if !selected: return
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if moving: return
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if target != targetCell:
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movePts = grid.get_point_path(currentCell, target)
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print("Setting target: ")
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movePts = MapGlobal.GetGrid().get_point_path(currentCell, target)
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movePts = (movePts as Array).map(func (point): return point + grid.cell_size/2.0)
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$PathPrev.points = movePts
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targetCell = target
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print (targetCell)
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func startMove():
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@@ -51,10 +61,13 @@ func _physics_process(delta: float) -> void:
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velocity = Vector2.ZERO
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global_position = movePts[-1]
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currentCell = pos_to_cell(global_position)
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$PathPrev.points = []; moving = false
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$PathPrev.points = [];
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moving = false; MoveFinished.emit();
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MapGlobal.SetRegion(calculateMovementRegion(), unitData["MoveRangeV"])
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else:
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var direction = (movePts[currentPoint+1] - movePts[currentPoint]).normalized()
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velocity = direction * SPEED
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velocity = direction * unitData["Speed"]
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move_and_slide()
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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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@@ -65,3 +78,8 @@ func selectUnit(cell: Vector2i):
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selected = true
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else:
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selected = false
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func calculateMovementRegion():
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var region := Rect2i(pos_to_cell(global_position), Vector2i(unitData["MoveRange"], unitData["MoveRange"]))
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region.set_center
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return region
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