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-rw-r--r--BuilderElement.gd119
1 files changed, 0 insertions, 119 deletions
diff --git a/BuilderElement.gd b/BuilderElement.gd
deleted file mode 100644
index 5f1e3ca..0000000
--- a/BuilderElement.gd
+++ /dev/null
@@ -1,119 +0,0 @@
-class_name BuilderElement
-extends Node2D
-
-
-@export var element: Node2D
-
-var collision_shape: Shape2D
-
-var previous_position
-
-var collision_areas: Array[Area2D] = []
-
-
-func _ready():
- var element_sprite: Sprite2D = element.get_node("Sprite2D")
- $Sprite2D.texture = element_sprite.texture
- $Sprite2D.region_enabled = element_sprite.region_enabled
- $Sprite2D.region_rect = element_sprite.region_rect
- $Sprite2D.scale = element_sprite.scale
- $Sprite2D.position = element_sprite.position
-
- var element_collision_shape = element.get_node("CollisionShape2D").duplicate() as CollisionShape2D
- #$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(
- Game.map.tile_set.tile_size,
- 8 + element.attack_range,
- Color(1, 1, 1, 0.75),
- false,
- 1.0
- )
-
- #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):
- 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():
- 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
-
-
-func _on_area_entered(_node) -> void:
- queue_redraw()
-
-func _on_area_exited(_node) -> void:
- queue_redraw()