1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
|
extends Node
signal mode_changed
signal path_grid_changed
var debug = false
enum Mode {
DEFAULT,
BUILD,
}
var mode: Mode = Mode.DEFAULT :
set(value):
mode = value
mode_changed.emit()
var score: int :
set(value):
score = value
get_tree().current_scene.get_node("%Score").text = str(score)
var path_grid: AStarGrid2D
var map: TileMapLayer
func initialize_stage(tilemap: TileMapLayer):
map = tilemap
var region = map.get_used_rect()
#region = region.grow_individual(0, 0, region.size.x, region.size.y)
path_grid = AStarGrid2D.new()
path_grid.region = region
path_grid.cell_size = map.tile_set.tile_size #/ 2
#path_grid.offset = path_grid.cell_size
path_grid.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_ONLY_IF_NO_OBSTACLES
path_grid.update()
for tower in get_tree().current_scene.get_node("Towers").get_children():
path_grid.set_point_solid(map.local_to_map(tower.global_position))
#var tower_region = tower.get_region().size.snapped(path_grid.cell_size)
#path_grid.fill_solid_region(Rect2i(
#map.local_to_map(tower.global_position) + Vector2i(-1,-1),
#tower_region / path_grid.cell_size
#))
func place_tower(tower: Tower, position: Vector2):
var grid_position = map.local_to_map(position)
path_grid.set_point_solid(grid_position, true)
#var tower_region = tower.get_region().size.snapped(path_grid.cell_size)
#path_grid.fill_solid_region(Rect2i(
#map.local_to_map(position),
#tower_region / path_grid.cell_size
#), true)
tower.global_position = position
get_tree().current_scene.get_node("Towers").add_child(tower)
Game.score += 1
path_grid_changed.emit()
func remove_tower(tower: Tower):
destroy_tower(tower)
Game.score -= 1
func destroy_tower(tower: Tower):
var grid_position = map.local_to_map(tower.global_position)
path_grid.set_point_solid(grid_position, false)
#var tower_region = tower.get_region().size.snapped(path_grid.cell_size)
#path_grid.fill_solid_region(Rect2i(
#map.local_to_map(tower.global_position),
#tower_region / path_grid.cell_size,
#), false)
tower.queue_free()
path_grid_changed.emit()
func select_tower(tower: Tower):
tower.is_selected = true
func deselect_tower():
if Tower.selected_tower:
Tower.selected_tower.is_selected = false
get_tree().current_scene.get_node("%Tower").text = ""
func spawn_mob(mob: Mob, spawn: Spawn):
mob.global_position = spawn.global_position
mob.target = spawn.next_node
mob.hp = randi_range(50, 200)
mob.speed = randi_range(50, 150)
mob.get_node("Sprite2D").modulate = Color(randf_range(0, 1), randf_range(0, 1), randf_range(0, 1))
return mob
|