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-rw-r--r--Game/States/Build/BuilderElement.gd4
-rw-r--r--Game/States/Build/StateBuild.gd30
-rw-r--r--Game/States/Build/StateBuild.tscn2
-rw-r--r--Game/States/Build/build_grid.gd6
-rw-r--r--Game/States/Default/StateDefault.gd92
-rw-r--r--Game/States/Default/StateDefault.tscn2
-rw-r--r--Game/States/State.gd12
-rw-r--r--Game/States/StateManager.gd29
8 files changed, 148 insertions, 29 deletions
diff --git a/Game/States/Build/BuilderElement.gd b/Game/States/Build/BuilderElement.gd
index b564379..e04d4c3 100644
--- a/Game/States/Build/BuilderElement.gd
+++ b/Game/States/Build/BuilderElement.gd
@@ -79,11 +79,11 @@ func _process(_delta):
func can_build():
for area in collision_areas:
if area.get_overlapping_areas().size() > 0:
- Client.current_stage.add_status_message("Can't build there")
+ Client.current_stage.notification_manager.add_status_message("Can't build there")
return false
if area.get_overlapping_bodies().size() > 0:
- Client.current_stage.add_status_message("Can't build there")
+ Client.current_stage.notification_manager.add_status_message("Can't build there")
return false
#if Client.current_stage.has_method("can_build"):
diff --git a/Game/States/Build/StateBuild.gd b/Game/States/Build/StateBuild.gd
index 84bfa2c..bd44524 100644
--- a/Game/States/Build/StateBuild.gd
+++ b/Game/States/Build/StateBuild.gd
@@ -4,11 +4,18 @@ extends State
static var current_builder_element: BuilderElement
+@export var hud: HUD
@export var selection_manager: SelectionManager
+@export var tower_manager: TowerManager
+
+
+func _ready() -> void:
+ Client.placed_tower.connect(_on_placed_tower)
func _state_enter():
%BuildGrid.visible = true
+ hud.tower_configurations_container.visible = true
for tower: Tower in selection_manager.get_nodes().duplicate():
tower.is_selected = false
@@ -16,9 +23,10 @@ func _state_enter():
func _state_exit():
%BuildGrid.visible = false
+ hud.tower_configurations_container.visible = false
-func _state_input(event: InputEvent):
+func _input(event: InputEvent):
if event.is_action_pressed("builder_tower_select"):
if current_builder_element:
get_viewport().set_input_as_handled()
@@ -28,7 +36,7 @@ func _state_input(event: InputEvent):
placed_tower.global_position = current_builder_element.global_position
- Client.place_tower(placed_tower)
+ tower_manager.place_tower(placed_tower)
if not Input.is_action_pressed("builder_tower_place_keep"):
current_builder_element.queue_free()
@@ -41,7 +49,7 @@ func _state_input(event: InputEvent):
current_builder_element.queue_free()
current_builder_element = null
- set_state("StateDefault")
+ state_manager.set_state(state_manager.state_default)
if event.is_action_pressed("builder_cancel") and current_builder_element:
get_viewport().set_input_as_handled()
@@ -50,6 +58,18 @@ func _state_input(event: InputEvent):
current_builder_element = null
-func _state_unhandled_input(event: InputEvent) -> void:
+func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("select"):
- set_state("StateDefault")
+ state_manager.set_state(state_manager.state_default)
+
+
+func _on_placed_tower(tower: Tower) -> void:
+ tower.selected_secondary.connect(_on_tower_selected_secondary.bind(tower))
+
+
+func _on_tower_selected_secondary(tower: Tower) -> void:
+ if state_manager.current_state != self:
+ return
+
+ if Input.is_action_just_pressed("builder_cancel"):
+ Client.remove_tower(tower)
diff --git a/Game/States/Build/StateBuild.tscn b/Game/States/Build/StateBuild.tscn
index ee721cf..cbdba9b 100644
--- a/Game/States/Build/StateBuild.tscn
+++ b/Game/States/Build/StateBuild.tscn
@@ -3,7 +3,7 @@
[ext_resource type="Script" uid="uid://dvxow1cgbr44o" path="res://Game/States/Build/StateBuild.gd" id="1_s0n2d"]
[ext_resource type="PackedScene" uid="uid://8oq8aa1q4c1h" path="res://Game/States/Build/BuildGrid.tscn" id="2_iheti"]
-[node name="StateBuild" type="Node"]
+[node name="StateBuild" type="Node2D"]
script = ExtResource("1_s0n2d")
[node name="BuildGrid" parent="." instance=ExtResource("2_iheti")]
diff --git a/Game/States/Build/build_grid.gd b/Game/States/Build/build_grid.gd
index 67c962e..22bc344 100644
--- a/Game/States/Build/build_grid.gd
+++ b/Game/States/Build/build_grid.gd
@@ -1,6 +1,8 @@
extends Node2D
+@export var stage: Stage
+
@onready var camera: Camera = get_viewport().get_camera_2d()
@@ -11,8 +13,8 @@ func _ready() -> void:
func _draw():
- var area = Client.current_stage.map.get_used_rect()
- var cell_size = Client.current_stage.map.tile_set.tile_size
+ var area = stage.map.get_used_rect()
+ var cell_size = stage.map.tile_set.tile_size
var offset = area.position
for row in range(0, area.size.y + 1):
draw_line(
diff --git a/Game/States/Default/StateDefault.gd b/Game/States/Default/StateDefault.gd
index 205fa3f..8bc3783 100644
--- a/Game/States/Default/StateDefault.gd
+++ b/Game/States/Default/StateDefault.gd
@@ -3,21 +3,107 @@ extends State
@export var selection_manager: SelectionManager
+@export var selection_rectangle: Area2D
+var hovered_towers: Dictionary[Tower, bool]
-func _state_input(event: InputEvent) -> void:
+
+func _ready() -> void:
+ Client.placed_tower.connect(_on_placed_tower)
+ selection_rectangle.hover_entered.connect(_on_selection_rectangle_hover_entered)
+ selection_rectangle.hover_exited.connect(_on_selection_rectangle_hover_exited)
+
+
+func _state_enter():
+ selection_rectangle.is_enabled = true
+
+
+func _state_exit():
+ selection_rectangle.is_enabled = false
+ hovered_towers.clear()
+ queue_redraw()
+ Input.set_default_cursor_shape(Input.CURSOR_ARROW)
+
+
+func _input(event: InputEvent) -> void:
if event.is_action_pressed("build_mode_start"):
- set_state("StateBuild")
+ state_manager.set_state(state_manager.state_build)
if event.is_action_pressed("select"):
if Unit.selected_unit:
Unit.selected_unit.is_selected = false
-func _state_unhandled_input(event: InputEvent) -> void:
+func _unhandled_input(event: InputEvent) -> void:
# deselect
if event.is_action_pressed("select"):
# if not multi selecting
if not event.is_double_click() and not Input.is_action_pressed("select_multiple"):
for tower: Tower in selection_manager.get_nodes().duplicate():
tower.is_selected = false
+
+
+func _draw() -> void:
+ for tower: Tower in hovered_towers.keys():
+ draw_circle(
+ tower.global_position + Vector2(Client.current_stage.map.tile_set.tile_size) / tower.scale,
+ 8 + tower.components.get(TowerComponent.ComponentType.Range).range,
+ Color(1, 1, 1, 0.5),
+ false,
+ 1.0
+ )
+ tower.modulate = Color(1.25, 1.25, 1.25)
+
+
+func _on_placed_tower(tower: Tower) -> void:
+ tower.hovered.connect(_on_tower_hovered.bind(tower))
+ tower.selected_primary.connect(_on_tower_selected.bind(tower))
+ tower.double_clicked.connect(_on_tower_double_clicked.bind(tower))
+
+
+func _on_tower_hovered(is_hovered: bool, tower: Tower) -> void:
+ if state_manager.current_state != self:
+ return
+
+ if selection_rectangle.is_active:
+ return
+
+ if is_hovered:
+ hovered_towers.set(tower, true)
+ else:
+ hovered_towers.erase(tower)
+
+ queue_redraw()
+
+
+func _on_tower_selected(tower: Tower) -> void:
+ if state_manager.current_state != self:
+ return
+
+ if Input.is_action_pressed("select_multiple") and tower.is_selected:
+ tower.is_selected = false
+ else:
+ Client.select_tower(tower)
+
+
+func _on_tower_double_clicked(tower: Tower) -> void:
+ if state_manager.current_state != self:
+ return
+
+ Client.multi_select(tower.collision_layer)
+
+
+func _on_selection_rectangle_hover_entered(node: Node2D) -> void:
+ if state_manager.current_state != self:
+ return
+
+ hovered_towers.set(node, true)
+ queue_redraw()
+
+
+func _on_selection_rectangle_hover_exited(node: Node2D) -> void:
+ if state_manager.current_state != self:
+ return
+
+ hovered_towers.erase(node)
+ queue_redraw()
diff --git a/Game/States/Default/StateDefault.tscn b/Game/States/Default/StateDefault.tscn
index 957ad5c..c51c290 100644
--- a/Game/States/Default/StateDefault.tscn
+++ b/Game/States/Default/StateDefault.tscn
@@ -2,5 +2,5 @@
[ext_resource type="Script" uid="uid://7evkkbkbfych" path="res://Game/States/Default/StateDefault.gd" id="1_e8s2t"]
-[node name="StateDefault" type="Node"]
+[node name="StateDefault" type="Node2D"]
script = ExtResource("1_e8s2t")
diff --git a/Game/States/State.gd b/Game/States/State.gd
index c1a2bde..1dafc32 100644
--- a/Game/States/State.gd
+++ b/Game/States/State.gd
@@ -1,5 +1,8 @@
class_name State
-extends Node
+extends Node2D
+
+
+@onready var state_manager: StateManager = get_parent()
func _state_enter():
@@ -9,5 +12,8 @@ func _state_exit():
pass
-func set_state(state: NodePath):
- get_parent().set_state(state)
+func _state_enable():
+ process_mode = Node.PROCESS_MODE_INHERIT
+
+func _state_disable():
+ process_mode = Node.PROCESS_MODE_DISABLED
diff --git a/Game/States/StateManager.gd b/Game/States/StateManager.gd
index 5a176e2..f1ce0d0 100644
--- a/Game/States/StateManager.gd
+++ b/Game/States/StateManager.gd
@@ -2,22 +2,27 @@ class_name StateManager
extends Node
-func _ready():
- Client.state = get_child(0)
+signal state_changed(state: State)
+var current_state: State
-func _input(event: InputEvent) -> void:
- Client.state._state_input(event)
+@onready var state_default: StateDefault = $StateDefault
+@onready var state_build: StateBuild = $StateBuild
-func _unhandled_input(event: InputEvent) -> void:
- Client.state._state_unhandled_input(event)
+func _ready() -> void:
+ for node in get_children():
+ node._state_disable()
-func set_state(state: Variant):
- if state is not State:
- state = get_node(state)
+func set_state(state: State):
+ if current_state:
+ current_state._state_exit()
+ current_state._state_disable()
- Client.state._state_exit()
- Client.state = state
- Client.state._state_enter()
+ current_state = state
+
+ current_state._state_enable()
+ current_state._state_enter()
+
+ state_changed.emit(current_state)