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-rw-r--r--Game/Client.gd11
-rw-r--r--Game/Lobby/games_lobby.gd10
-rw-r--r--Game/Selection/SelectableArea.tscn10
-rw-r--r--Game/Selection/SelectionManager.gd11
-rw-r--r--Game/Selection/selectable_area.gd20
-rw-r--r--Game/Selection/selection_rectangle.gd23
-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
14 files changed, 192 insertions, 70 deletions
diff --git a/Game/Client.gd b/Game/Client.gd
index 4eb48bb..71f1fc1 100644
--- a/Game/Client.gd
+++ b/Game/Client.gd
@@ -1,8 +1,6 @@
extends Node
-signal stage_state_changed(state: State)
-
@warning_ignore("unused_signal")
signal placed_tower(tower: Tower)
@@ -11,11 +9,6 @@ signal multi_select_finished(nodes)
var previous_scene: String
-var state: State :
- set(value):
- state = value
- stage_state_changed.emit(value)
-
var current_stage: Stage
var player: Player:
@@ -64,9 +57,9 @@ func select_tower(tower: Tower):
tower.is_selected = true
-func multi_select(layer: int):
+func multi_select(collision_mask: int):
var selection_area = preload("res://Game/Selection/MultiSelectArea.tscn").instantiate()
- selection_area.set_collision_mask_value(layer, true)
+ selection_area.collision_mask = collision_mask
selection_area.select.connect(func(nodes):
for node in nodes:
Client.select_tower(node)
diff --git a/Game/Lobby/games_lobby.gd b/Game/Lobby/games_lobby.gd
index ffc66f3..3d54059 100644
--- a/Game/Lobby/games_lobby.gd
+++ b/Game/Lobby/games_lobby.gd
@@ -1,7 +1,7 @@
extends Node
-class HTTPRequestConfig extends Resource:
+class HTTPRequestConfig:
var headers: PackedStringArray
var method: HTTPClient.Method
var data: Dictionary
@@ -20,7 +20,7 @@ class HTTPRequestConfig extends Resource:
self.node = node
-class HTTPResponse extends Resource:
+class HTTPResponse:
var result_code: HTTPRequest.Result
var response_code: int
var headers: PackedStringArray
@@ -72,19 +72,19 @@ func request(
return response
-func request_get(url: String, headers := PackedStringArray()):
+func request_get(url: String, headers := PackedStringArray()) -> HTTPResponse:
var config := HTTPRequestConfig.new(headers)
return await request(url, config)
-func request_post(url: String, data: Dictionary = {}, headers := PackedStringArray()):
+func request_post(url: String, data: Dictionary = {}, headers := PackedStringArray()) -> HTTPResponse:
var config := HTTPRequestConfig.new(headers, HTTPClient.METHOD_POST, data)
return await request(url, config)
func check_available() -> bool:
- var response = await GameLobby.request_get("")
+ var response := await GameLobby.request_get("")
return response.result_code == HTTPRequest.RESULT_SUCCESS
diff --git a/Game/Selection/SelectableArea.tscn b/Game/Selection/SelectableArea.tscn
index e7cebfd..77d1ab9 100644
--- a/Game/Selection/SelectableArea.tscn
+++ b/Game/Selection/SelectableArea.tscn
@@ -7,8 +7,14 @@ collision_layer = 32
collision_mask = 16
script = ExtResource("1_8w2y0")
-[connection signal="area_entered" from="." to="." method="_on_area_entered"]
-[connection signal="area_exited" from="." to="." method="_on_area_exited"]
+[node name="HoverControl" type="Control" parent="."]
+layout_mode = 3
+anchors_preset = 0
+offset_right = 40.0
+offset_bottom = 40.0
+mouse_filter = 1
+mouse_default_cursor_shape = 2
+
[connection signal="input_event" from="." to="." method="_on_input_event"]
[connection signal="mouse_entered" from="." to="." method="_on_mouse_entered"]
[connection signal="mouse_exited" from="." to="." method="_on_mouse_exited"]
diff --git a/Game/Selection/SelectionManager.gd b/Game/Selection/SelectionManager.gd
index 86f08af..7ea98ff 100644
--- a/Game/Selection/SelectionManager.gd
+++ b/Game/Selection/SelectionManager.gd
@@ -6,7 +6,7 @@ signal added_to_group(nodes: Array[Node], id: String)
signal removed_from_group(nodes: Array[Node], id: String)
signal moved_to_group(nodes: Array[Node], previous_id: String, new_id: String)
-var selection_groups := {}
+var selection_groups: Dictionary[String, Array] = {}
signal selected_group_changed(previous_id: String, new_id: String)
var selected_group := "":
@@ -58,10 +58,7 @@ func move_to_selection_group(nodes: Array[Node], previous_id: String, new_id: St
moved_to_group.emit(nodes, previous_id, new_id)
-func get_ordered_group_ids() -> Array:#Array[String]:
- # TODO: remove bound to Tower
- # TODO: use static function on Tower get_sort_conditions?
-
+func get_ordered_group_ids() -> Array[String]:
var keys = selection_groups.keys()
keys.sort_custom(func(a, b):
@@ -71,6 +68,8 @@ func get_ordered_group_ids() -> Array:#Array[String]:
return group_a.size() > group_b.size()
)
+ # TODO: also sort in units and make node type checks
+
keys.sort_custom(func(a, b):
var group_a = selection_groups[a]
var group_b = selection_groups[b]
@@ -94,7 +93,7 @@ func get_ordered_group_ids() -> Array:#Array[String]:
return group_a[0].components.size() > group_b[0].components.size()
)
- return keys
+ return keys as Array[String]
func get_selected_nodes() -> Array:
diff --git a/Game/Selection/selectable_area.gd b/Game/Selection/selectable_area.gd
index 0b3557d..e611835 100644
--- a/Game/Selection/selectable_area.gd
+++ b/Game/Selection/selectable_area.gd
@@ -1,3 +1,4 @@
+class_name SelectableArea
extends Area2D
@@ -7,23 +8,22 @@ signal hover_exit
signal select_primary(event: InputEvent)
signal select_secondary(event: InputEvent)
+@export var root: Node2D
-#func _on_area_entered(_area: Area2D) -> void:
- #hover_enter.emit()
-#
-#
-#func _on_area_exited(_area: Area2D) -> void:
- #hover_exit.emit()
+
+func _ready() -> void:
+ var cshapes := find_children("*", "CollisionShape2D")
+ assert(cshapes.size() > 0)
+ assert(cshapes[0].shape is RectangleShape2D)
+ $HoverControl.size = cshapes[0].shape.size
func _on_mouse_entered() -> void:
- if not get_tree().get_first_node_in_group("selection_rectangle").is_active:
- hover_enter.emit()
+ hover_enter.emit()
func _on_mouse_exited() -> void:
- if not get_tree().get_first_node_in_group("selection_rectangle").is_active:
- hover_exit.emit()
+ hover_exit.emit()
func _on_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> void:
diff --git a/Game/Selection/selection_rectangle.gd b/Game/Selection/selection_rectangle.gd
index 0b6bb22..1d1590a 100644
--- a/Game/Selection/selection_rectangle.gd
+++ b/Game/Selection/selection_rectangle.gd
@@ -1,20 +1,25 @@
extends Area2D
+signal hover_entered(node: Node2D)
+signal hover_exited(node: Node2D)
+
@export_group("Color", "color")
@export var color_background: Color
@export var color_border: Color
+@export var is_enabled: bool
+
var anchor: Vector2 = Vector2.ZERO
-var size: Vector2 = Vector2.ZERO :
+var size: Vector2 = Vector2.ZERO:
set(value):
size = value
$CollisionShape2D.position = size / 2
$CollisionShape2D.shape.size = abs(size)
-var is_active: bool :
+var is_active: bool:
get():
- return abs(size) > Vector2(1, 1) and Client.state is StateDefault
+ return abs(size) > Vector2(1, 1) and is_enabled
@onready var camera: Camera = get_viewport().get_camera_2d()
@@ -50,11 +55,11 @@ func _draw():
draw_rect(rect, color_border, false, 1.1 / max(camera.zoom.x, camera.zoom.y))
-func _on_area_entered(area: Area2D) -> void:
- if area.get_parent().owner_id == multiplayer.get_unique_id():
- area.get_parent().is_hovered = true
+func _on_area_entered(area: SelectableArea) -> void:
+ if area.root.owner_id == multiplayer.get_unique_id():
+ hover_entered.emit(area.root)
-func _on_area_exited(area: Area2D) -> void:
- if area.get_parent().owner_id == multiplayer.get_unique_id():
- area.get_parent().is_hovered = false
+func _on_area_exited(area: SelectableArea) -> void:
+ if area.root.owner_id == multiplayer.get_unique_id():
+ hover_exited.emit(area.root)
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)