diff options
Diffstat (limited to 'Game/States')
-rw-r--r-- | Game/States/Build/BuilderElement.gd | 4 | ||||
-rw-r--r-- | Game/States/Build/StateBuild.gd | 30 | ||||
-rw-r--r-- | Game/States/Build/StateBuild.tscn | 2 | ||||
-rw-r--r-- | Game/States/Build/build_grid.gd | 6 | ||||
-rw-r--r-- | Game/States/Default/StateDefault.gd | 92 | ||||
-rw-r--r-- | Game/States/Default/StateDefault.tscn | 2 | ||||
-rw-r--r-- | Game/States/State.gd | 12 | ||||
-rw-r--r-- | Game/States/StateManager.gd | 29 |
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) |