Implement movement range visualization and refine unit movement logic

This commit is contained in:
gdz
2026-01-02 22:28:23 +01:00
parent 71297fff2d
commit eb0af893b5
3 changed files with 88 additions and 10 deletions

View File

@@ -2,23 +2,65 @@ extends Control
var grid: AStarGrid2D:
set(v): grid = v; queue_redraw()
var unit_grid: AStarGrid2D:
set(v): unit_grid = v; queue_redraw()
@export var show_grid_display: bool:
set(v): show_grid_display = v; queue_redraw()
@export var show_move_range: bool:
set(v): show_move_range = v; queue_redraw()
func toggle_grid_display(on: bool):
grid = MapGlobal.GetGrid()
show_grid_display = on
func toggle_move_range(on: bool):
unit_grid = get_parent().get_parent().get_node("Player").GetMoveGrid()
show_move_range = on
func getNewGrid():
grid = MapGlobal.GetGrid()
func drawMoveRange():
var walkableCells: Array[Vector2] = []
var activeUnit = get_parent().get_parent().get_node("Player")
var unitCellPosition = activeUnit.pos_to_cell(activeUnit.global_position)
var unitRange = activeUnit.unitData["MoveRange"]
# max right, down, left, up
for x in range(unitCellPosition.x, unitCellPosition.x + unitRange): # right +x
walkableCells.append(Vector2(x, unitCellPosition.y))
for y in range(unitCellPosition.y, unitCellPosition.y + unitRange): # down +y
walkableCells.append(Vector2(unitCellPosition.x, y))
for x in range(unitCellPosition.x, unitCellPosition.x - unitRange, -1): # left -x
walkableCells.append(Vector2(x, unitCellPosition.y))
for y in range(unitCellPosition.x, unitCellPosition.y - unitRange, -1): # up -y
walkableCells.append(Vector2(unitCellPosition.x, y))
# diagonals?
for x in unit_grid.region.size.x:
for y in unit_grid.region.size.y:
var p = Vector2(x + unit_grid.region.position.x, y + unit_grid.region.position.y)
var col = Color(1,0,0,0.3) if unit_grid.is_point_solid(p) else Color(0,1,0,0.3)
draw_rect(Rect2(p*unit_grid.cell_size, unit_grid.cell_size), col)
for cell in walkableCells:
draw_rect(Rect2(cell*grid.cell_size, grid.cell_size), Color(0, 0, 1, 0.5))
func _draw():
if not grid or not show_grid_display: return
if unit_grid and show_move_range:
drawMoveRange()
if grid and show_grid_display:
drawNavigationGrid()
func drawNavigationGrid():
for x in grid.region.size.x:
for y in grid.region.size.y:
var p = Vector2(x + grid.region.position.x, y + grid.region.position.y)
var col = Color(1,0,0,0.3) if grid.is_point_solid(p) else Color(0,1,0,0.3)
var p := Vector2(x + grid.region.position.x, y + grid.region.position.y)
var col := Color(1,0,0,0.3) if grid.is_point_solid(p) else Color(0,1,0,0.3)
draw_rect(Rect2(p*grid.cell_size, grid.cell_size), col)
func _on_player_move_finished() -> void: