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class_name BuilderElement
extends Node2D
@export var element: Resource
var instance: Tower
var collision_shape: Shape2D
var previous_position: Vector2
var collision_areas: Array[Area2D] = []
func _ready():
instance = element.instantiate()
var element_sprite: AnimatedSprite2D = instance.get_node("AnimatedSprite2D").duplicate()
element_sprite.scale *= instance.scale
element_sprite.position *= instance.scale
add_child(element_sprite)
element_sprite.play()
#$Sprite2D.texture = element_sprite.sprite_frames.get_frame_texture("default", 0)
#$Sprite2D.region_enabled = element_sprite.region_enabled
#$Sprite2D.region_rect = element_sprite.region_rect
#$Sprite2D.scale = element_sprite.scale
#$Sprite2D.position = element_sprite.position
#$Sprite2D.scale = instance.scale
var element_collision_shape = instance.get_node("CollisionShape2D").duplicate() as CollisionShape2D
collision_shape = element_collision_shape.shape
var tile_size = Client.current_stage.map.tile_set.tile_size
var snapped_size = (collision_shape.size * instance.scale).snapped(tile_size)
for x in (snapped_size.x / tile_size.x):
for y in (snapped_size.y / tile_size.y):
var collision_visibility_area_scene = preload("res://UI/CollisionVisibilityArea.tscn")
var collision_visibility_area = collision_visibility_area_scene.instantiate()
collision_visibility_area.position = Vector2(
x * tile_size.x,
y * 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.set_collision_mask_value(4, true)
collision_visibility_area.set_collision_mask_value(8, true)
collision_visibility_area.colliding_color = Color(1, 0, 0, 0.5)
collision_visibility_area.not_colliding_color = Color(0, 1, 0, 0.25)
if Client.current_stage.has_method("get_builder_collision_masks"):
for idx in Client.current_stage.get_builder_collision_masks():
collision_visibility_area.set_collision_mask_value(idx, true)
var shape = RectangleShape2D.new()
shape.size = Vector2(tile_size - Vector2i(1, 1))
var cshape = CollisionShape2D.new()
cshape.shape = shape
cshape.position = tile_size / 2
collision_visibility_area.add_child(cshape)
add_child(collision_visibility_area)
collision_areas.append(collision_visibility_area)
func _process(_delta):
previous_position = global_position
global_position = (
get_global_mouse_position().snapped(Client.current_stage.map.tile_set.tile_size)
- Vector2(Client.current_stage.map.tile_set.tile_size)
)
# TODO: rpc to other peers
# TODO: only as preview not as blocking to build
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
#if Client.current_stage.has_method("can_build"):
#return Client.current_stage.can_build()
return true
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