1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
|
class_name Stage
extends Node2D
var grid := AStarGrid2D.new()
var teams: Dictionary[String, Team] = {}
@onready var grid_selector: GridSelector = %GridSelector
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 $Floor.get_used_cells():
grid.set_point_solid(tile, false)
grid_selector.move_mode_max_range = Network.current_player.current_move_points
# teams
var team_one := Team.new()
team_one.placement_tile_source_id = 1
team_one.placement_tile_atlas_coordinates = Vector2(1, 6)
team_one.placement_tile_alternative_tile = 0
var team_two := Team.new()
team_two.placement_tile_source_id = 1
team_two.placement_tile_atlas_coordinates = Vector2(3, 6)
team_two.placement_tile_alternative_tile = 0
teams["1"] = team_one
teams["2"] = team_two
if multiplayer.is_server():
Network.local_player.set_current_team_name("1")
else:
Network.local_player.set_current_team_name("2")
grid_selector.current_team = Network.local_player.current_team_name
# remote selector
Network.current_player_changed.connect(func():
if Network.is_my_turn():
%RemoteSelector.visible = false
_on_grid_selector_moved($Ground.local_to_map(%GridSelector.global_position))
else:
await get_tree().process_frame
%RemoteSelector.modulate = Network.current_player.get_color()
%RemoteSelector.visible = true
)
%RemoteSelector.modulate = Network.current_player.get_color()
if Network.is_my_turn():
%RemoteSelector.visible = false
func _input(event: InputEvent) -> void:
if event.is_action_pressed("menu") and Network.is_my_turn():
$HUDMain.visible = true
grid_selector.process_mode = Node.PROCESS_MODE_DISABLED
$HUDMain/PanelContainer/VBoxContainer/Button.grab_focus()
@rpc("any_peer", "call_local")
func place_tiles(grid_positions: Array, team: String) -> void:
for p in grid_positions:
$Floor.set_cell(
p,
teams[team].placement_tile_source_id,
teams[team].placement_tile_atlas_coordinates,
teams[team].placement_tile_alternative_tile
)
for p in grid_positions:
grid.set_point_solid(p, false)
grid_selector.current_state.draw($Ground.local_to_map(grid_selector.base_position))
grid_selector.adjust_height(%RemoteSelector)
@rpc("any_peer", "call_local")
func place_unit(unit_position: Vector2, team: String) -> void:
var unit = preload("res://unit/unit.tscn").instantiate()
unit.global_position = unit_position + $Floor.position
unit.current_team = team
unit.modulate = Network.current_player.get_color()
add_child(unit, true)
# block unit tile for movement
grid.set_point_solid($Ground.local_to_map(unit_position), true)
@rpc("any_peer", "call_remote")
func move_unit(unit_node_path: String, path: Array) -> void:
var unit: Node2D = get_node(unit_node_path)
var tween = get_tree().create_tween()
for p in path.slice(1): # remove starting position
tween.tween_property(unit, "global_position", p + $Floor.position, 0.1)
await tween.finished
# clear previous tile and set new tile solid
grid.set_point_solid($Ground.local_to_map(path[0]), false)
grid.set_point_solid($Ground.local_to_map(path[path.size() - 1]), true)
func _on_grid_selector_placed_tiles(grid_positions: Array) -> void:
place_tiles.rpc(grid_positions, Network.current_player.current_team_name)
place_unit.rpc(%GridSelector.global_position, Network.current_player.current_team_name)
grid_selector.current_state = grid_selector.state_select
func _on_grid_selector_move_mode_confirmed(path: Array) -> void:
grid_selector.process_mode = Node.PROCESS_MODE_DISABLED
move_unit.rpc(grid_selector.current_entity.get_path(), path)
await move_unit(grid_selector.current_entity.get_path(), path)
grid_selector.process_mode = Node.PROCESS_MODE_INHERIT
grid_selector.current_state = grid_selector.get_node("StateSelect")
grid_selector.current_state.draw($Ground.local_to_map(path[path.size() - 1]))
Network.current_player.set_current_move_points(Network.current_player.current_move_points - (path.size() - 1))
grid_selector.move_mode_max_range = Network.current_player.current_move_points
func _on_grid_selector_range_select_confirmed(grid_position: Vector2i, entity: Node2D) -> void:
entity.queue_free()
grid.set_point_solid(grid_position, false)
func _on_grid_selector_moved(grid_position: Vector2i) -> void:
if Network.is_my_turn():
move_remote_selector.rpc(grid_position)
@rpc("any_peer", "call_remote")
func move_remote_selector(grid_position: Vector2i) -> void:
%RemoteSelector.global_position = $Ground.map_to_local(grid_position)
grid_selector.adjust_height(%RemoteSelector)
|