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class_name HUD
extends CanvasLayer
var selection_groups := {}
var selected_group := "":
set(value):
redraw_multiselect(selected_group, value)
selected_group = value
redraw_select(selection_groups[selected_group][0])
@onready var time: Label = %Time
@onready var money: Label = %Money
@onready var income: Label = %Income
@onready var spawn_box: Control = %SpawnBox
@onready var team_top: PanelContainer = %TeamTop
@onready var team_bottom: PanelContainer = %TeamBottom
@onready var lives_top: Label = %LivesTop
@onready var lives_bottom: Label = %LivesBottom
func _ready():
Client.player.money_changed.connect(func():
money.text = "Money: " + str(Client.player.money)
)
Client.player.income_changed.connect(func():
income.text = "Income: " + str(Client.player.income)
)
Client.current_stage.lives_changed.connect(func():
lives_top.text = "Lives: %02d" % Client.current_stage.teams.top.lives
lives_bottom.text = "Lives: %02d" % Client.current_stage.teams.bottom.lives
)
Client.stage_state_changed.connect(func(state: State):
if state is StateBuild:
%TowerConfigurationsContainer.visible = true
else:
%TowerConfigurationsContainer.visible = false
)
# multi select
%SelectionContainer.visible = false
%MultiSelectionContainer.visible = false
Client.placed_tower.connect(func(tower: Tower):
if tower.owner_id == multiplayer.get_unique_id():
tower.selected.connect(func():
var multi_select_hud_data = TextureRect.new()
multi_select_hud_data.name = tower.name
multi_select_hud_data.modulate = Color(0.5, 0.5, 0.5)
multi_select_hud_data.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
multi_select_hud_data.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
multi_select_hud_data.custom_minimum_size = Vector2(32, 64)
var texture = AtlasTexture.new()
texture.atlas = preload("res://Towers/Assets/spritesheet.png")
texture.region = Rect2(5, 1, 62, 95)
multi_select_hud_data.texture = texture
if not tower.selection_group_id in selection_groups:
selection_groups[tower.selection_group_id] = []
selection_groups[tower.selection_group_id].append(tower)
multi_select_hud_data.add_to_group(tower.selection_group_id)
if Tower.selected_towers.size() == 1:
%SelectionContainer.visible = true
%MultiSelectionContainer.visible = false
%MultiSelectionList.add_child(multi_select_hud_data)
selected_group = tower.selection_group_id
elif Tower.selected_towers.size() > 1:
%MultiSelectionContainer.visible = true
%MultiSelectionList.add_child(multi_select_hud_data)
redraw_multiselect("", selected_group)
redraw_select(tower)
)
tower.deselected.connect(func():
if Tower.selected_towers.size() == 0:
%SelectionContainer.visible = false
%MultiSelectionContainer.visible = false
for child in %MultiSelectionList.get_children():
child.queue_free()
elif Tower.selected_towers.size() == 1:
%MultiSelectionContainer.visible = false
%SelectionContainer.visible = true
var node = %MultiSelectionList.get_node_or_null(NodePath(tower.name))
if node:
node.queue_free()
elif Tower.selected_towers.size() > 1:
# only remove deselected tower from list
var node = %MultiSelectionList.get_node_or_null(NodePath(tower.name))
if node: # when double click selecting in quick succession not found error
node.queue_free()
if tower.selection_group_id in selection_groups:
selection_groups[tower.selection_group_id].erase(tower)
if selection_groups[tower.selection_group_id].is_empty():
selection_groups.erase(tower.selection_group_id)
)
tower.selection_group_id_changed.connect(func(previous_id: String):
if not tower.selection_group_id in selection_groups:
selection_groups[tower.selection_group_id] = []
selection_groups[tower.selection_group_id].append(tower)
%MultiSelectionList.get_node(NodePath(tower.name)).add_to_group(tower.selection_group_id)
selection_groups[previous_id].erase(tower)
if selection_groups[previous_id].is_empty():
selection_groups.erase(previous_id)
if previous_id == selected_group:
selected_group = tower.selection_group_id
%MultiSelectionList.get_node(NodePath(tower.name)).remove_from_group(previous_id)
if tower.name == selection_groups[tower.selection_group_id][0].name:
redraw_select(tower)
)
)
Client.multi_select_finished.connect(func():
var keys = get_ordered_group_keys()
if keys.size() > 0:
selected_group = keys[0]
)
func _input(event: InputEvent):
if event.is_action_pressed("spawn_box_toggle"):
spawn_box.visible = not spawn_box.visible
if event.is_action_pressed("players_list_toggle"):
team_top.visible = not team_top.visible
team_bottom.visible = not team_bottom.visible
if event.is_action_pressed("selection_cycle") and %MultiSelectionContainer.visible:
var keys = get_ordered_group_keys()
var current_idx = keys.find(selected_group)
selected_group = keys[(current_idx + 1) % keys.size()]
func redraw_select(tower: Tower):
%TowerData.current_tower = tower
func redraw_multiselect(previous_group: String, new_group: String):
var idx = 0
for group_key in get_ordered_group_keys():
var group = selection_groups[group_key]
for node in group:
var selection_node = %MultiSelectionList.get_node_or_null(NodePath(node.name))
if selection_node: # when double click selecting in quick succession not found error
%MultiSelectionList.move_child(selection_node, idx)
idx += 1
for node in get_tree().get_nodes_in_group(previous_group):
node.modulate = Color(0.5, 0.5, 0.5)
var tower = Client.current_stage.get_node_or_null("%Towers/" + node.name)
if tower:
tower.is_highlighted = false
for node in get_tree().get_nodes_in_group(new_group):
node.modulate = Color(1.0, 1.0, 1.0)
var tower = Client.current_stage.get_node_or_null("%Towers/" + node.name)
if tower:
tower.is_highlighted = true
func get_ordered_group_keys() -> Array:
var keys = selection_groups.keys()
keys.sort_custom(func(a, b):
var group_a = selection_groups[a]
var group_b = selection_groups[b]
return group_a.size() > group_b.size()
)
keys.sort_custom(func(a, b):
var group_a = selection_groups[a]
var group_b = selection_groups[b]
var node_a = group_a[0]
var node_b = group_b[0]
return (
(node_a.attack_range / 8) + node_a.attack_power + node_a.attack_speed
>
(node_b.attack_range / 8) + node_b.attack_power + node_b.attack_speed
)
)
keys.sort_custom(func(a, b):
var group_a = selection_groups[a]
var group_b = selection_groups[b]
return group_a[0].components.size() > group_b[0].components.size()
)
return keys
func _on_build_mode_button_gui_input(event: InputEvent) -> void:
if event.is_action_pressed("select"):
if Client.state is StateDefault:
get_tree().current_scene.get_node("StateManager").set_state("StateBuild")
elif Client.state is StateBuild:
get_tree().current_scene.get_node("StateManager").set_state("StateDefault")
func _on_spawner_box_button_gui_input(event: InputEvent) -> void:
if event.is_action_pressed("select"):
spawn_box.visible = not spawn_box.visible
func _on_player_list_button_gui_input(event: InputEvent) -> void:
if event.is_action_pressed("select"):
team_top.visible = not team_top.visible
team_bottom.visible = not team_bottom.visible
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