summaryrefslogtreecommitdiff
path: root/Stages/Stage.gd
blob: e5bd217292b476c0ce14be7dd0829e0fda05e229 (plain)
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
class_name Stage
extends Node


signal path_grid_changed

static var map: TileMapLayer
static var path_grid: AStarGrid2D
static var last_solid_set_points: Array[Vector2]
static var towers: Node
static var units: Node
static var spawn: Spawn
static var hud: HUD


func _ready() -> void:
	Client.initialize_stage(self)
	
	map = get_node("%Map")
	
	path_grid = AStarGrid2D.new()
	path_grid.region = map.get_used_rect()
	path_grid.cell_size = map.tile_set.tile_size
	path_grid.offset = map.tile_set.tile_size / 2
	path_grid.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_AT_LEAST_ONE_WALKABLE
	path_grid.update()
	
	towers = get_node("%Towers") # y-sort?
	#towers = self
	units = get_node("%Units") # y-sort?
	#units = self
	spawn = get_node("%Spawn")
	hud = get_node("%HUD")
	
	assert(get_node("%StateManager"), "StateManager missing")
	assert(get_node("%StateManager").get_children().size() > 0, "StateManager has no States")
	
	for cell in map.get_used_cells():
		var tile_data = map.get_cell_tile_data(cell)
		if tile_data.get_collision_polygons_count(0) > 0:
			path_grid.set_point_solid(cell, true)


func place_tower(tower: Tower, position: Vector2):
	var player: Player = Network.get_player(tower.owner_id)
	tower.get_node("Sprite2D").modulate = player.get_color()
	tower.get_node("ComponentsAnchor").modulate = player.get_color()
	
	tower.global_position = position
	fill_tower_region(tower, true)
	towers.add_child(tower, true)


func destroy_tower(tower: Tower):
	fill_tower_region(tower, false)
	tower.queue_free()


func fill_tower_region(tower: Tower, solid = true):
	var region = tower.get_region().size.snapped(path_grid.cell_size)
	var tower_position = map.local_to_map(tower.global_position)
	
	last_solid_set_points = []
	if solid:
		for x in (region / path_grid.cell_size).x + 1:
			for y in (region / path_grid.cell_size).y + 1:
				last_solid_set_points.append(
					map.map_to_local(tower_position + Vector2i(x, y))
				)
	
	path_grid.fill_solid_region(
		Rect2i(
			map.local_to_map(tower.global_position),
			(region / path_grid.cell_size)
		),
		solid
	)
	path_grid_changed.emit()


@warning_ignore("shadowed_variable")
func spawn_unit(unit: Unit):#, _spawn: Spawn):
	var player: Player = Network.get_player(unit.owner_id)
	unit.get_node("Sprite2D").modulate = player.get_color()
	
	units.add_child(unit, true)