Trying new stuff with the camera and grid. I want to be able to move a unit but there is a problem with the grid at the moment. I am now trying to implement a new way of handling the camera, maybe then I can move on to moving units...

This commit is contained in:
gdz
2025-12-15 02:20:03 +01:00
parent 4f9d5fc8bd
commit 67b6198412
17 changed files with 588 additions and 51 deletions

67
Resource/Grid.gd Normal file
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@@ -0,0 +1,67 @@
extends Resource
class_name Grid
# The grid size.
@export var size := Vector2(100, 100)
# The of a cell in pixels
@export var cellSize := Vector2(16, 16)
@export var cameraPosition := Vector2.ONE
func setCameraPosition(pos: Vector2):
cameraPosition = pos
@export var cameraZoom := Vector2(2, 2)
func setCameraZoom(zoom: Vector2):
cameraZoom = zoom
@export var screenCenter := Vector2.ZERO
func setScreenCenter(pos: Vector2):
screenCenter = pos
# Half of ``cell_size``.
# We will use this to calculate the center of a grid cell in pixels, on the screen.
# That's how we can place units in the center of a cell.
var _halfCellSize: Vector2 = cellSize / 2
# Returns the position of a cell's center in pixels.
# We'll place units and have them move through cells using this function.
func calculateMapPosition(gridPosition: Vector2) -> Vector2:
return cameraPosition + (gridPosition * cellSize + _halfCellSize) / cameraZoom
# Returns the coordinates of the cell on the grid given a position on the map.
# This is the complementary of `calculate_map_position()` above.
# When designing a level, you'll place units visually in the editor. We'll use this function to find
# the grid coordinates they're placed on, and call `calculate_map_position()` to snap them to the
# cell's center.
func calculateGridCoordinates(mapPosition: Vector2) -> Vector2:
return (mapPosition / cellSize).floor()
# Returns true if the `cell_coordinates` are within the grid.
# This method and the following one allow us to ensure the cursor or units can never go past the
# map's limit.
func isWithinBounds(cellCoordinates: Vector2) -> bool:
var out := cellCoordinates.x >= 0 and cellCoordinates.x < size.x
return out and cellCoordinates.y >= 0 and cellCoordinates.y < size.y
# Makes the `grid_position` fit within the grid's bounds.
# This is a clamp function designed specifically for our grid coordinates.
# The Vector2 class comes with its `Vector2.clamp()` method, but it doesn't work the same way: it
# limits the vector's length instead of clamping each of the vector's components individually.
# That's why we need to code a new method.
func clamp(gridPosition: Vector2) -> Vector2:
var out := gridPosition
out.x = clamp(out.x, 0, size.x - 1.0)
out.y = clamp(out.y, 0, size.y - 1.0)
return out
# Given Vector2 coordinates, calculates and returns the corresponding integer index. You can use
# this function to convert 2D coordinates to a 1D array's indices.
#
# There are two cases where you need to convert coordinates like so:
# 1. We'll need it for the AStar algorithm, which requires a unique index for each point on the
# graph it uses to find a path.
# 2. You can use it for performance. More on that below.
func asIndex(cell: Vector2) -> int:
return int(cell.x + size.x * cell.y)

1
Resource/Grid.gd.uid Normal file
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@@ -0,0 +1 @@
uid://blwwie08bb4s

9
Resource/Grid.tres Normal file
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@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="Grid" load_steps=2 format=3 uid="uid://bpf7mj7w5kftq"]
[ext_resource type="Script" uid="uid://blwwie08bb4s" path="res://Resource/Grid.gd" id="1_ubiq0"]
[resource]
script = ExtResource("1_ubiq0")
size = Vector2(60, 60)
cellSize = Vector2(16, 16)
metadata/_custom_type_script = "uid://blwwie08bb4s"

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@@ -1,5 +1,10 @@
extends Node2D
# To change the zoom
@export var grid: Resource
@export var CameraSpeedMult = 2
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
@@ -8,15 +13,24 @@ func _ready() -> void:
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if Input.is_action_pressed("MoveUp"):
global_position += Vector2.UP * 2
_moveCamera(Vector2.UP)
if Input.is_action_pressed("MoveDown"):
global_position += Vector2.DOWN * 2
_moveCamera(Vector2.DOWN)
if Input.is_action_pressed("MoveLeft"):
global_position += Vector2.LEFT * 2
_moveCamera(Vector2.LEFT)
if Input.is_action_pressed("MoveRight"):
global_position += Vector2.RIGHT * 2
_moveCamera(Vector2.RIGHT)
if Input.is_action_just_released("ZoomIn"):
$SmartCamera2D.zoom += Vector2.ONE
_zoomCamera(Vector2.ONE)
if Input.is_action_just_released("ZoomOut"):
$SmartCamera2D.zoom -= Vector2.ONE
_zoomCamera(-Vector2.ONE)
func _moveCamera(direction: Vector2):
position += direction * CameraSpeedMult
grid.setCameraPosition($SmartCamera2D.position)
grid.setScreenCenter($SmartCamera2D.get_screen_center_position())
func _zoomCamera(direction: Vector2):
$SmartCamera2D.zoom += direction
grid.setCameraZoom($SmartCamera2D.zoom)

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@@ -9,6 +9,11 @@ script = ExtResource("1_ig7ij")
metadata/_edit_group_ = true
[node name="SmartCamera2D" type="Camera2D" parent="."]
limit_left = 0
limit_top = 0
limit_right = 800
limit_bottom = 480
limit_smoothed = true
position_smoothing_enabled = true
script = ExtResource("2_du7i2")
target = NodePath("..")

75
Scenes/Main/cursor.gd Normal file
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@@ -0,0 +1,75 @@
## Player-controlled cursor. Allows them to navigate the game grid, select units, and move them.
## Supports both keyboard and mouse (or touch) input.
@tool
class_name Cursor
extends Node2D
## Emitted when clicking on the currently hovered cell or when pressing "ui_accept".
signal accept_pressed(cell)
## Emitted when the cursor moved to a new cell.
signal moved(new_cell)
## Grid resource, giving the node access to the grid size, and more.
@export var grid: Resource
## Time before the cursor can move again in seconds.
@export var ui_cooldown := 0.1
## Coordinates of the current cell the cursor is hovering.
var cell := Vector2.ZERO:
set(value):
print("Setting cell to: ", value)
# We first clamp the cell coordinates and ensure that we aren't
# trying to move outside the grid boundaries
var new_cell: Vector2 = grid.clamp(value)
print("New cell: ", new_cell)
if new_cell.is_equal_approx(cell):
return
cell = new_cell
print("Cell is ", cell)
# If we move to a new cell, we update the cursor's position, emit
# a signal, and start the cooldown timer that will limit the rate
# at which the cursor moves when we keep the direction key held
# down
position = grid.calculateMapPosition(cell)
print("Position is ", position)
emit_signal("moved", cell)
_timer.start()
@onready var _timer: Timer = $Timer
func _ready() -> void:
_timer.wait_time = ui_cooldown
position = grid.calculateMapPosition(cell)
func _unhandled_input(event: InputEvent) -> void:
# Navigating cells with the mouse.
if event is InputEventMouseMotion:
cell = grid.calculateGridCoordinates(event.position)
# Trying to select something in a cell.
elif event.is_action_pressed("Select") or event.is_action_pressed("ui_accept"):
emit_signal("accept_pressed", cell)
get_viewport().set_input_as_handled()
var should_move := event.is_pressed()
if event.is_echo():
should_move = should_move and _timer.is_stopped()
if not should_move:
return
# Moves the cursor by one grid cell.
if event.is_action("ui_right"):
cell += Vector2.RIGHT
elif event.is_action("ui_up"):
cell += Vector2.UP
elif event.is_action("ui_left"):
cell += Vector2.LEFT
elif event.is_action("ui_down"):
cell += Vector2.DOWN
func _draw() -> void:
draw_rect(Rect2(-grid.cellSize / 2, grid.cellSize), Color.ALICE_BLUE, false, 2.0)

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@@ -0,0 +1 @@
uid://cidjtc27oj1gn

142
Scenes/Main/game_board.gd Normal file
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@@ -0,0 +1,142 @@
## Represents and manages the game board. Stores references to entities that are in each cell and
## tells whether cells are occupied or not.
## Units can only move around the grid one at a time.
class_name GameBoard
extends Node2D
const DIRECTIONS = [Vector2.LEFT, Vector2.RIGHT, Vector2.UP, Vector2.DOWN]
## Resource of type Grid.
@export var grid: Resource
## Mapping of coordinates of a cell to a reference to the unit it contains.
var _units := {}
var _active_unit: Unit
var _walkable_cells := []
#@onready var _unit_overlay: UnitOverlay = $UnitOverlay
#@onready var _unit_path: UnitPath = $UnitPath
func _ready() -> void:
_reinitialize()
func _unhandled_input(event: InputEvent) -> void:
if _active_unit and event.is_action_pressed("ui_cancel"):
_deselect_active_unit()
_clear_active_unit()
func _get_configuration_warning() -> String:
var warning := ""
if not grid:
warning = "You need a Grid resource for this node to work."
return warning
## Returns `true` if the cell is occupied by a unit.
func is_occupied(cell: Vector2) -> bool:
return _units.has(cell)
## Returns an array of cells a given unit can walk using the flood fill algorithm.
func get_walkable_cells(unit: Unit) -> Array:
return _flood_fill(unit.cell, unit.move_range)
## Clears, and refills the `_units` dictionary with game objects that are on the board.
func _reinitialize() -> void:
_units.clear()
for child in get_children():
var unit := child as Unit
if not unit:
continue
_units[unit.cell] = unit
## Returns an array with all the coordinates of walkable cells based on the `max_distance`.
func _flood_fill(cell: Vector2, max_distance: int) -> Array:
var array := []
var stack := [cell]
while not stack.size() == 0:
var current = stack.pop_back()
if not grid.is_within_bounds(current):
continue
if current in array:
continue
var difference: Vector2 = (current - cell).abs()
var distance := int(difference.x + difference.y)
if distance > max_distance:
continue
array.append(current)
for direction in DIRECTIONS:
var coordinates: Vector2 = current + direction
if is_occupied(coordinates):
continue
if coordinates in array:
continue
# Minor optimization: If this neighbor is already queued
# to be checked, we don't need to queue it again
if coordinates in stack:
continue
stack.append(coordinates)
return array
## Updates the _units dictionary with the target position for the unit and asks the _active_unit to walk to it.
func _move_active_unit(new_cell: Vector2) -> void:
if is_occupied(new_cell) or not new_cell in _walkable_cells:
return
# warning-ignore:return_value_discarded
_units.erase(_active_unit.cell)
_units[new_cell] = _active_unit
_deselect_active_unit()
# _active_unit.walk_along(_unit_path.current_path)
await _active_unit.walk_finished
_clear_active_unit()
## Selects the unit in the `cell` if there's one there.
## Sets it as the `_active_unit` and draws its walkable cells and interactive move path.
func _select_unit(cell: Vector2) -> void:
if not _units.has(cell):
return
_active_unit = _units[cell]
_active_unit.is_selected = true
_walkable_cells = get_walkable_cells(_active_unit)
# _unit_overlay.draw(_walkable_cells)
# _unit_path.initialize(_walkable_cells)
## Deselects the active unit, clearing the cells overlay and interactive path drawing.
func _deselect_active_unit() -> void:
_active_unit.is_selected = false
# _unit_overlay.clear()
# _unit_path.stop()
## Clears the reference to the _active_unit and the corresponding walkable cells.
func _clear_active_unit() -> void:
_active_unit = null
_walkable_cells.clear()
## Selects or moves a unit based on where the cursor is.
func _on_Cursor_accept_pressed(cell: Vector2) -> void:
if not _active_unit:
_select_unit(cell)
elif _active_unit.is_selected:
_move_active_unit(cell)
## Updates the interactive path's drawing if there's an active and selected unit.
func _on_Cursor_moved(new_cell: Vector2) -> void:
# if _active_unit and _active_unit.is_selected:
# _unit_path.draw(_active_unit.cell, new_cell)
pass

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@@ -0,0 +1 @@
uid://14cwbxcvt5dx

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@@ -15,12 +15,14 @@ var _MovingMarker: Node2D = _MovingMarkerScene.instantiate()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
add_child(_MovingMarker)
_MovingMarker.hide()
# add_child(_MovingMarker)
# _MovingMarker.hide()
#
# _createUnit(Vector2i(10,10))
# for unit in _Units:
# add_child(unit)
_createUnit(Vector2i(10,10))
for unit in _Units:
add_child(unit)
$CameraController.position = get_viewport().get_camera_2d().get_screen_center_position()
pass

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@@ -1,8 +1,13 @@
[gd_scene load_steps=4 format=3 uid="uid://d05j5yuhlsxp0"]
[gd_scene load_steps=9 format=3 uid="uid://d05j5yuhlsxp0"]
[ext_resource type="PackedScene" uid="uid://cywuuce71rmgb" path="res://Scenes/Map/map.tscn" id="1_1r6ip"]
[ext_resource type="Script" uid="uid://btdvxp8ckmeb3" path="res://Scenes/Main/main.gd" id="1_qw60k"]
[ext_resource type="PackedScene" uid="uid://bfvijh611aggp" path="res://Scenes/Camera/camera_controller.tscn" id="3_qw60k"]
[ext_resource type="Script" uid="uid://14cwbxcvt5dx" path="res://Scenes/Main/game_board.gd" id="4_5yls4"]
[ext_resource type="Resource" uid="uid://bpf7mj7w5kftq" path="res://Resource/Grid.tres" id="5_p6jpk"]
[ext_resource type="PackedScene" uid="uid://b1d6lktijxy3s" path="res://Scenes/Unit/move/unit.tscn" id="6_2a143"]
[ext_resource type="Script" uid="uid://cidjtc27oj1gn" path="res://Scenes/Main/cursor.gd" id="7_y3v7k"]
[ext_resource type="Texture2D" uid="uid://bckknh8k5fh1s" path="res://Graphics/TileMaps/kenney_rpgUrbanKit/Tiles/tile_0448.png" id="8_hryqi"]
[node name="Main" type="Node"]
script = ExtResource("1_qw60k")
@@ -10,3 +15,24 @@ script = ExtResource("1_qw60k")
[node name="Map" parent="." instance=ExtResource("1_1r6ip")]
[node name="CameraController" parent="." instance=ExtResource("3_qw60k")]
grid = ExtResource("5_p6jpk")
[node name="GameBoard" type="Node2D" parent="."]
script = ExtResource("4_5yls4")
grid = ExtResource("5_p6jpk")
[node name="Unit" parent="GameBoard" instance=ExtResource("6_2a143")]
grid = ExtResource("5_p6jpk")
[node name="Cursor" type="Node2D" parent="GameBoard"]
script = ExtResource("7_y3v7k")
grid = ExtResource("5_p6jpk")
[node name="Sprite2D" type="Sprite2D" parent="GameBoard/Cursor"]
position = Vector2(10, -10)
texture = ExtResource("8_hryqi")
[node name="Timer" type="Timer" parent="GameBoard/Cursor"]
wait_time = 0.1
[editable path="CameraController"]

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@@ -0,0 +1,87 @@
[gd_scene load_steps=11 format=3 uid="uid://b1d6lktijxy3s"]
[ext_resource type="Script" uid="uid://c8ocnhejcdc77" path="res://unit.gd" id="1_astap"]
[ext_resource type="Texture2D" uid="uid://cgvyfsuri6vmx" path="res://Graphics/TileMaps/kenney_rpgUrbanKit/Tilemap/tilemap.png" id="2_fhoaw"]
[ext_resource type="Texture2D" uid="uid://dlaevn54qcvej" path="res://Graphics/TileMaps/kenney_rpgUrbanKit/Tiles/tile_0267.png" id="3_fhoaw"]
[sub_resource type="AtlasTexture" id="AtlasTexture_4o1a4"]
atlas = ExtResource("2_fhoaw")
region = Rect2(408, 51, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_hn0wa"]
atlas = ExtResource("2_fhoaw")
region = Rect2(408, 68, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_jt11o"]
atlas = ExtResource("2_fhoaw")
region = Rect2(408, 85, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_e33ge"]
atlas = ExtResource("2_fhoaw")
region = Rect2(408, 68, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_px3ay"]
atlas = ExtResource("2_fhoaw")
region = Rect2(408, 85, 16, 16)
[sub_resource type="AtlasTexture" id="AtlasTexture_6ceyn"]
atlas = ExtResource("2_fhoaw")
region = Rect2(34, 255, 16, 16)
[sub_resource type="SpriteFrames" id="SpriteFrames_lgeeq"]
animations = [{
"frames": [],
"loop": true,
"name": &"default",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_4o1a4")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_hn0wa")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_jt11o")
}],
"loop": true,
"name": &"down",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_e33ge")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_px3ay")
}],
"loop": true,
"name": &"idle",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_6ceyn")
}, {
"duration": 1.0,
"texture": null
}],
"loop": true,
"name": &"selected",
"speed": 5.0
}]
[node name="Unit" type="Path2D"]
script = ExtResource("1_astap")
[node name="PathFollow2D" type="PathFollow2D" parent="."]
rotates = false
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="PathFollow2D"]
visible = false
sprite_frames = SubResource("SpriteFrames_lgeeq")
animation = &"down"
[node name="Sprite2D" type="Sprite2D" parent="PathFollow2D"]
texture = ExtResource("3_fhoaw")

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@@ -2,36 +2,60 @@ extends Node2D
class_name Unit
signal walk_finished
@export var grid: Resource
var _spawnPosition: Vector2
### Marker
# For now the marker will be spawned and deleted by the unit.
# Later it will be handled by the main scene.
# Load marker scene.
# var marker_scene: PackedScene = preload("res://Scenes/Unit/marker.tscn")
# var marker
## WE NOW USE A SIMPLE SPRITE2D FOR THE MARKER
@onready var _readyToSelectMarker: Sprite2D = $ReadyToSelectMarker
@onready var _selectedMarker: Sprite2D = $SelectedMarker
#@onready var _movingMarker: Sprite2D = $MovingMarker
var _readyToSelect: bool = false
var _selected: bool = false
#var _moving: bool = false
var isSelected := false:
set(value):
isSelected = value
if isSelected: _selectUnit()
else: _deselectUnit()
var TargetPosition: Vector2
var _isMoving := false:
set(value):
_isMoving = value
set_process(_isMoving)
## Unit Data
### Distance in cells
@export var moveRange := 6
### Speed along the path
@export var moveSpeed := 600.0
# Coordinates of the current cell the cursor moved to
var cell := Vector2.ZERO:
set(value):
# When changing the cell's value, we don't want to allow coordinates outside the grid.
cell = grid.clamp(value)
@onready var _path: Path2D = $Path2D
@onready var _pathFollow: PathFollow2D = $Path2D/PathFollow2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# marker = marker_scene.instantiate()
# marker.hide()
# Spawning
global_position = _spawnPosition
_readyToSelectMarker.hide()
_selectedMarker.hide()
# _movingMarker.hide()
# Pathing and Grid
set_process(false)
_pathFollow.rotates = false
cell = grid.calculateGridCoordinates(position)
position = grid.calculateMapPosition(cell)
# We create the curve resource here because creating it in the editor prevents
# us from moving the unit.
if not Engine.is_editor_hint():
_path.curve = Curve2D.new()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
@@ -42,31 +66,13 @@ func _input(event: InputEvent):
print_debug("Action is Select")
# We combine it with the fact that it is already marked (@see _markUnit)
if _readyToSelect: _selectUnit()
else: _deselectUnit()
# if event.is_action_pressed("SetMarker"):
# print("Action is SetMarker")
# if _selected:
# print("Setting marker to ", event.position)
# #marker.global_position = event.position
## marker.show()
## _movingMarker.position = get_global_mouse_position()
## _movingMarker.show()
func _getUnitPosition():
return $AnimatedSprite2D.global_position
func _setSelected(selected: bool):
_selected = selected
if _readyToSelect: isSelected = true
else: isSelected = false
func _selectUnit():
_setSelected(true)
_selectedMarker.show()
func _deselectUnit():
_setSelected(false)
_selectedMarker.hide()
func _gets_selected(viewport: Node, event: InputEvent, shape_index: int):
@@ -82,4 +88,4 @@ func _unMarkUnit():
_readyToSelectMarker.hide()
func moveToTarget():
pass

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@@ -1,7 +1,8 @@
[gd_scene load_steps=92 format=3 uid="uid://dy7rltpxyqyw7"]
[gd_scene load_steps=93 format=3 uid="uid://dy7rltpxyqyw7"]
[ext_resource type="Script" uid="uid://dpu6c0bpm0dvl" path="res://Scenes/Unit/unit.gd" id="1_15sed"]
[ext_resource type="Texture2D" uid="uid://cgvyfsuri6vmx" path="res://Graphics/TileMaps/kenney_rpgUrbanKit/Tilemap/tilemap.png" id="1_hgpyh"]
[ext_resource type="Resource" uid="uid://bpf7mj7w5kftq" path="res://Resource/Grid.tres" id="2_jbdwb"]
[ext_resource type="Texture2D" uid="uid://bprproedmlhtr" path="res://Graphics/TileMaps/kenney_rpgUrbanKit/Tiles/tile_0168.png" id="3_ladk0"]
[ext_resource type="Texture2D" uid="uid://b7ra2w7rdeqij" path="res://Graphics/TileMaps/kenney_rpgUrbanKit/Tiles/tile_0169.png" id="4_iuf4a"]
[ext_resource type="Texture2D" uid="uid://cxtkb8rqq0j6r" path="res://Graphics/TileMaps/kenney_rpgUrbanKit/Tiles/tile_0407.png" id="5_ulevp"]
@@ -628,6 +629,7 @@ size = Vector2(16, 16)
[node name="Unit" type="Node2D"]
texture_filter = 1
script = ExtResource("1_15sed")
grid = ExtResource("2_jbdwb")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
sprite_frames = SubResource("SpriteFrames_7f253")
@@ -653,5 +655,9 @@ texture = ExtResource("5_ulevp")
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource("RectangleShape2D_15sed")
[node name="Path2D" type="Path2D" parent="."]
[node name="PathFollow2D" type="PathFollow2D" parent="Path2D"]
[connection signal="mouse_entered" from="Area2D" to="." method="_markUnit"]
[connection signal="mouse_exited" from="Area2D" to="." method="_unMarkUnit"]

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@@ -83,5 +83,6 @@ ZoomOut={
[rendering]
textures/canvas_textures/default_texture_filter=0
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

93
unit.gd Normal file
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@@ -0,0 +1,93 @@
## Represents a unit on the game board.
## The board manages its position inside the game grid.
## The unit itself holds stats and a visual representation that moves smoothly in the game world.
@tool
class_name Unit_Move
extends Path2D
## Emitted when the unit reached the end of a path along which it was walking.
signal walk_finished
## Shared resource of type Grid, used to calculate map coordinates.
@export var grid: Resource
## Distance to which the unit can walk in cells.
@export var move_range := 6
## The unit's move speed when it's moving along a path.
@export var move_speed := 600.0
## Texture representing the unit.
@export var skin: Texture:
set(value):
skin = value
if not _sprite:
# This will resume execution after this node's _ready()
await ready
_sprite.texture = value
## Offset to apply to the `skin` sprite in pixels.
@export var skin_offset := Vector2.ZERO:
set(value):
skin_offset = value
if not _sprite:
await ready
_sprite.position = value
## Coordinates of the current cell the cursor moved to.
var cell := Vector2.ZERO:
set(value):
# When changing the cell's value, we don't want to allow coordinates outside
# the grid, so we clamp them
cell = grid.clamp(value)
## Toggles the "selected" animation on the unit.
var is_selected := false:
set(value):
is_selected = value
if is_selected:
_sprite.play("selected")
else:
_sprite.play("idle")
var _is_walking := false:
set(value):
_is_walking = value
set_process(_is_walking)
@onready var _sprite: AnimatedSprite2D = $PathFollow2D/AnimatedSprite2D
#@onready var _anim_player: AnimationPlayer = $AnimationPlayer
@onready var _path_follow: PathFollow2D = $PathFollow2D
func _ready() -> void:
set_process(false)
_path_follow.rotates = false
cell = grid.calculateGridCoordinates(position)
position = grid.calculateMapPosition(cell)
# We create the curve resource here because creating it in the editor prevents us from
# moving the unit.
if not Engine.is_editor_hint():
curve = Curve2D.new()
func _process(delta: float) -> void:
_path_follow.progress += move_speed * delta
if _path_follow.progress_ratio >= 1.0:
_is_walking = false
# Setting this value to 0.0 causes a Zero Length Interval error
_path_follow.progress = 0.00001
position = grid.calculateMapPosition(cell)
curve.clear_points()
emit_signal("walk_finished")
## Starts walking along the `path`.
## `path` is an array of grid coordinates that the function converts to map coordinates.
func walk_along(path: PackedVector2Array) -> void:
if path.is_empty():
return
curve.add_point(Vector2.ZERO)
for point in path:
curve.add_point(grid.calculateMapPosition(point) - position)
cell = path[-1]
_is_walking = true

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