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
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
|
class_name HUD
extends CanvasLayer
@export var selection_manager: SelectionManager
@export var money_manager: MoneyManager
@export var notification_manager: NotificationManager
@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
@onready var status_messages: Control = %StatusMessages
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 setup
%SelectionContainer.visible = false
%MultiSelectionContainer.visible = false
# add tower to selection
selection_manager.added_to_group.connect(func(nodes: Array[Node], id: String):
for tower: Tower in nodes:
var multi_select_hud_data = TextureRect.new()
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
multi_select_hud_data.set_meta("tower", tower)
tower.set_meta("multi_select_hud", multi_select_hud_data)
multi_select_hud_data.add_to_group(id)
%MultiSelectionList.add_child(multi_select_hud_data)
if selection_manager.node_count == 1:
%SelectionContainer.visible = true
%MultiSelectionContainer.visible = false
elif selection_manager.node_count > 1:
%MultiSelectionContainer.visible = true
redraw_multiselect()
redraw_select(tower)
)
# remove tower from selection
selection_manager.removed_from_group.connect(func(nodes: Array[Node], _id: String):
for tower: Tower in nodes:
if selection_manager.node_count == 0:
%SelectionContainer.visible = false
%MultiSelectionContainer.visible = false
elif selection_manager.node_count == 1:
%MultiSelectionContainer.visible = false
%SelectionContainer.visible = true
# catch free error for selecting in quick succcession by double click
if is_instance_valid(tower.get_meta("multi_select_hud")):
tower.get_meta("multi_select_hud").queue_free()
tower.remove_meta("multi_select_hud")
)
# move tower to new selection group
selection_manager.moved_to_group.connect(func(nodes: Array[Node], previous_id: String, new_id: String):
for tower: Tower in nodes:
tower.get_meta("multi_select_hud").remove_from_group(previous_id)
tower.get_meta("multi_select_hud").add_to_group(new_id)
if selection_manager.has_node_in_group(tower, new_id):
redraw_select(tower)
redraw_multiselect(previous_id, new_id)
)
# redraw on selected group change
selection_manager.selected_group_changed.connect(func(previous_id: String, new_id: String):
if selection_manager.get_selected_nodes():
redraw_select(selection_manager.get_selected_nodes()[0])
redraw_multiselect(previous_id, new_id)
)
%TowerData.selection_manager = selection_manager
%TowerData.money_manager = money_manager
%TowerData.notification_manager = notification_manager
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:
if Input.is_action_pressed("reverse_cycle_direction"):
selection_manager.go_to_previous()
else:
selection_manager.go_to_next()
func redraw_select(tower: Tower):
%TowerData.current_tower = tower
func redraw_multiselect(previous_group: String = "", new_group: String = selection_manager.selected_group):
var idx = 0
for id in selection_manager.get_ordered_group_ids():
var group = selection_manager.selection_groups[id]
for node: Tower in group:
# when double click selecting in quick succession not found error
if (node.has_meta("multi_select_hud") and
is_instance_valid(node.get_meta("multi_select_hud"))
):
%MultiSelectionList.move_child(node.get_meta("multi_select_hud"), idx)
idx += 1
# wait for nodes to be in the correct groups
await get_tree().process_frame
for node in get_tree().get_nodes_in_group(previous_group):
node.modulate = Color(0.5, 0.5, 0.5)
var tower = node.get_meta("tower")
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 = node.get_meta("tower")
if tower:
tower.is_highlighted = true
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
|