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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()
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