class_name Stage extends Node2D var grid := AStarGrid2D.new() @onready var grid_selector: GridSelector = %GridSelector # Called when the node enters the scene tree for the first time. func _ready() -> void: grid.region = $Ground.get_used_rect() grid.cell_size = $Floor.tile_set.tile_size grid.cell_shape = AStarGrid2D.CELL_SHAPE_ISOMETRIC_DOWN grid.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_NEVER grid.update() # set whole grid non-walkable initially grid.fill_solid_region(grid.region, true) # pre-set floor tiles as walkable for tile in $Floor.get_used_cells(): grid.set_point_solid(tile, false) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta: float) -> void: pass func _input(event: InputEvent) -> void: if event.is_action_pressed("test_1"): var unit = preload("res://unit/unit.tscn").instantiate() unit.global_position = %GridSelector.global_position + $Floor.position add_child(unit) # TODO: generate dice throw anim => on end go to dice placement => add unit with tiles => go to select mode if event.is_action_pressed("test_2"): var unit: Node2D = get_node("Unit") var path = grid.get_point_path( $Floor.local_to_map(unit.global_position - $Floor.position), $Floor.local_to_map(get_global_mouse_position() - $Floor.position) ) var tween = get_tree().create_tween() for p in path.slice(1): # remove starting position tween.tween_property(unit, "global_position", p + $Floor.position, 0.1) func _on_grid_selector_placed_tiles(grid_positions: Array) -> void: for p in grid_positions: grid.set_point_solid(p, false) func _on_grid_selector_move_mode_confirmed(path: Array) -> void: grid_selector.process_mode = Node.PROCESS_MODE_DISABLED var unit: Node2D = get_node("Unit") var tween = get_tree().create_tween() for p in path.slice(1): # remove starting position tween.tween_property(unit, "global_position", p + $Floor.position, 0.1) await tween.finished grid_selector.process_mode = Node.PROCESS_MODE_INHERIT grid_selector.current_state = grid_selector.get_node("StateSelect") grid_selector.current_state.draw($Ground.local_to_map(path[path.size() - 1]))