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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("menu"):
$HUDMain.visible = true
grid_selector.process_mode = Node.PROCESS_MODE_DISABLED
$HUDMain/PanelContainer/VBoxContainer/Button.grab_focus()
if event.is_action_pressed("test_4"):
var teams := ["1", "2"]
var tiles := [Vector2i(1,6), Vector2i(3,6)]
grid_selector.placement_tile_atlas_coordinates = tiles[(tiles.find(grid_selector.placement_tile_atlas_coordinates) + 1) % tiles.size()]
grid_selector.current_team = teams[(teams.find(grid_selector.current_team) + 1) % teams.size()]
func _on_grid_selector_placed_tiles(grid_positions: Array) -> void:
for p in grid_positions:
grid.set_point_solid(p, false)
var unit = preload("res://unit/unit.tscn").instantiate()
unit.global_position = %GridSelector.global_position + $Floor.position
unit.current_team = grid_selector.current_team
add_child(unit)
# block unit tile for movement
grid.set_point_solid($Ground.local_to_map(%GridSelector.global_position), true)
grid_selector.current_state = grid_selector.state_select
func _on_grid_selector_move_mode_confirmed(path: Array) -> void:
grid_selector.process_mode = Node.PROCESS_MODE_DISABLED
var unit: Node2D = grid_selector.current_entity
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]))
# clear previous tile and set new tile solid
grid.set_point_solid($Ground.local_to_map(path[0]), false)
grid.set_point_solid($Ground.local_to_map(path[path.size() - 1]), true)
func _on_grid_selector_range_select_confirmed(grid_position: Vector2i, entity: Node2D) -> void:
entity.queue_free()
grid.set_point_solid(grid_position, false)
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