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authorDaniel Weipert <git@mail.dweipert.de>2024-08-31 21:19:36 +0200
committerDaniel Weipert <git@mail.dweipert.de>2024-08-31 21:19:36 +0200
commit14e51610a66099af5cba7cb92876e691fe017216 (patch)
tree5bbb252c0170b00e25cb66e38980bcd505c5aad2 /BuilderElement.gd
parentcf4f54f8e43d1deb03e1b644f6a374530efa11e3 (diff)
next commit
Diffstat (limited to 'BuilderElement.gd')
-rw-r--r--BuilderElement.gd87
1 files changed, 75 insertions, 12 deletions
diff --git a/BuilderElement.gd b/BuilderElement.gd
index 6a82c0a..5f1e3ca 100644
--- a/BuilderElement.gd
+++ b/BuilderElement.gd
@@ -6,6 +6,10 @@ extends Node2D
var collision_shape: Shape2D
+var previous_position
+
+var collision_areas: Array[Area2D] = []
+
func _ready():
var element_sprite: Sprite2D = element.get_node("Sprite2D")
@@ -16,35 +20,94 @@ func _ready():
$Sprite2D.position = element_sprite.position
var element_collision_shape = element.get_node("CollisionShape2D").duplicate() as CollisionShape2D
- $Area2D.add_child(element_collision_shape)
+ #$Area2D.add_child(element_collision_shape)
collision_shape = element_collision_shape.shape
+
+ var snapped_size = collision_shape.size.snapped(Game.map.tile_set.tile_size)
+ for x in (snapped_size.x / Game.map.tile_set.tile_size.x):
+ for y in (snapped_size.y / Game.map.tile_set.tile_size.y):
+ var collision_visibility_area_scene = preload("res://CollisionVisibilityArea.tscn")
+ var collision_visibility_area = collision_visibility_area_scene.instantiate()
+ collision_visibility_area.position = Vector2(
+ x * Game.map.tile_set.tile_size.x,
+ y * Game.map.tile_set.tile_size.y
+ )
+ collision_visibility_area.set_collision_layer_value(3, true)
+ collision_visibility_area.set_collision_mask_value(1, true)
+ collision_visibility_area.set_collision_mask_value(2, true)
+ collision_visibility_area.set_collision_mask_value(3, true)
+ collision_visibility_area.colliding_color = Color(1, 0, 0, 0.5)
+ collision_visibility_area.not_colliding_color = Color(0, 1, 0, 0.25)
+
+ var shape = RectangleShape2D.new()
+ shape.size = Vector2(Game.map.tile_set.tile_size - Vector2i(1, 1))
+ var cshape = CollisionShape2D.new()
+ cshape.shape = shape
+ cshape.position = Game.map.tile_set.tile_size / 2
+
+ collision_visibility_area.add_child(cshape)
+ add_child(collision_visibility_area)
+
+ collision_areas.append(collision_visibility_area)
func _draw():
draw_circle(
- Vector2.ZERO,
+ Game.map.tile_set.tile_size,
8 + element.attack_range,
Color(1, 1, 1, 0.75),
false,
1.0
)
- if not can_build():
- if collision_shape is RectangleShape2D:
- draw_rect(Rect2((collision_shape.size / 2) * -1, collision_shape.size), Color(1, 0, 0, 0.75))
+ #if collision_shape is RectangleShape2D:
+ #var nodes = $Area2D.get_overlapping_nodes()
+ #for key in nodes:
+ #var node = nodes[key]
+ #if node.collision_points.size() == 4:
+ #var rect_size = (node.collision_points[0] - node.collision_points[1] +
+ #node.collision_points[2] - node.collision_points[0]).snapped(Game.map.tile_set.tile_size)
+ #var relative_position = global_position - node.body.global_position.snapped(Game.map.tile_set.tile_size)
+ #if relative_position.x > 0:
+ #relative_position.x = 0
+ #if relative_position.y > 0:
+ #relative_position.y = 0
+ #if rect_size.x == 0:
+ #rect_size.x = 16
+ #if rect_size.y == 0:
+ #rect_size.y = 16
+ #draw_rect(
+ #Rect2(
+ #abs(relative_position),
+ #abs(rect_size)
+ #),
+ #Color(0, 0, 1)
+ #)
+ #draw_rect(
+ #Rect2(
+ #Vector2.ZERO,
+ #collision_shape.size
+ #),
+ #Color(1, 0, 0, 0.5) if not can_build() else Color(0, 1, 0, 0.25)
+ #)
func _process(_delta):
- #global_position = get_global_mouse_position().snapped(Game.map.tile_set.tile_size / 2)
- global_position = get_global_mouse_position().snapped(Game.map.tile_set.tile_size)
+ previous_position = global_position
+ global_position = get_global_mouse_position().snapped(Game.map.tile_set.tile_size) - Vector2(16,16)
+ #global_position = Game.map.map_to_local(Game.map.local_to_map(get_global_mouse_position())) - Vector2(16,16)
+
+ if global_position != previous_position:
+ queue_redraw()
func can_build():
- if $Area2D.get_overlapping_areas().size() > 0:
- return false
-
- if $Area2D.get_overlapping_bodies().size() > 0:
- return false
+ for area in collision_areas:
+ if area.get_overlapping_areas().size() > 0:
+ return false
+
+ if area.get_overlapping_bodies().size() > 0:
+ return false
return true