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class_name Tower
extends StaticBody2D
signal selected
signal deselected
static var selected_towers: Array[Tower]
static var hovered_tower: Tower
var is_selected := false:
set(value):
if value:
if not Tower.selected_towers.has(self):
Tower.selected_towers.append(self)
selected.emit()
else:
Tower.selected_towers.erase(self)
deselected.emit()
is_highlighted = false
is_selected = value
queue_redraw()
var is_hovered := false:
set(value):
if value:
hovered_tower = self
Input.set_default_cursor_shape(Input.CURSOR_POINTING_HAND)
else:
if hovered_tower == self:
hovered_tower = null
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
is_hovered = value
queue_redraw()
var is_highlighted := false:
set(value):
is_highlighted = value
queue_redraw()
var mobs_in_range: Array = []
#var selection_area: Area2D
signal selection_group_id_changed(previous_id: String)
@onready var selection_group_id := get_group_id():
set(value):
var previous_id = selection_group_id
selection_group_id = value
selection_group_id_changed.emit(previous_id)
# rpc owner id
@export var owner_id = 1
signal attack_value_changed(value: int)
@export var attack_range: int = 32
@export var attack_power: int = 1
@export var attack_speed: int = 1
var speed_base: float = 2.0
signal components_changed
@export var components: Array[TowerComponent] = []
func _init():
scale = Vector2(Client.current_stage.map.tile_set.tile_size) / Vector2(16, 16)
func _ready():
$Range/CollisionShape2D.shape.radius = attack_range
$ShootCooldown.wait_time = speed_base / attack_speed
%Data.text = "Range: %s - Power: %s - Speed: %s" % [
attack_range, attack_power, attack_speed
]
%HUD.visible = false
redraw_components()
components_changed.connect(func():
selection_group_id = get_group_id()
)
func _draw():
modulate = Color(1, 1, 1)
if is_hovered:
if Client.state is StateDefault:
draw_circle(
Vector2(Client.current_stage.map.tile_set.tile_size) / scale,
8 + attack_range,
Color(1, 1, 1, 0.5),
false,
1.0
)
modulate = Color(1.25, 1.25, 1.25)
if is_selected:
modulate = Color(1.5, 1.5, 1.5)
if is_highlighted:
var sprite_size = $Sprite2D.get_rect().size
draw_rect(
Rect2($Sprite2D.position, sprite_size),
Color(1, 1, 1, 1.0),
false,
2.0 / get_viewport().get_camera_2d().zoom.x
)
func _process(_delta: float) -> void:
if $ShootCooldown.is_stopped() and not mobs_in_range.is_empty():
shoot()
$ShootCooldown.start()
#if selection_area and is_instance_valid(selection_area):
#var bodies = selection_area.get_overlapping_bodies()
#if bodies.size() > 0:
#selection_area.queue_free()
#for body in bodies:
#Client.select_tower(body)
func _on_input_event(_viewport: Node, event: InputEvent, _shape_idx: int):
# disable remote select for now
if owner_id != multiplayer.get_unique_id():
return
if Client.state is StateBuild:
if event.is_action_pressed("builder_cancel"):
Client.remove_tower(self)
func _on_range_body_entered(body: Node2D) -> void:
mobs_in_range.append(body)
func _on_range_body_exited(body: Node2D) -> void:
mobs_in_range.erase(body)
func _on_selectable_area_hover_enter() -> void:
is_hovered = true
func _on_selectable_area_hover_exit() -> void:
is_hovered = false
func _on_selectable_area_select(event: InputEvent) -> void:
# disable remote select for now
if owner_id != multiplayer.get_unique_id():
return
if Client.state is StateDefault:
if Input.is_action_pressed("select_multiple") and is_selected:
is_selected = false
else:
Client.select_tower(self)
if event.is_double_click():
Client.multi_select(3)
func add_component(component: TowerComponent):
components.append(component)
var sprite = component.sprite
$ComponentsAnchor.add_child(sprite)
redraw_components()
components_changed.emit()
func remove_component(component_name: String):
for component in components:
if component.name == component_name:
components.erase(component)
$ComponentsAnchor.remove_child($ComponentsAnchor.get_node(NodePath(component.name)))
break
redraw_components()
components_changed.emit()
func redraw_components():
for node in %Components.get_children():
node.modulate = Color(1.0, 1.0, 1.0, 0.5)
for idx in range(components.size()):
var component = components[idx]
var sprite = $ComponentsAnchor.get_node(NodePath(component.name))
sprite.position.y = (idx + 1) * -16
%Components.get_node(component.name).modulate = Color(1.0, 1.0, 1.0, 1.0)
func is_melee_range():
return attack_range <= (Client.current_stage.map.tile_set.tile_size.x * 2)
func shoot():
if not multiplayer.is_server():
# TODO: do shoot animation, but don't subtract hp
return
var target = mobs_in_range[0] as Unit
for component in components:
if component.has_method("on_shoot"):
component.on_shoot(target)
if is_melee_range():
target.set_hp(target.hp - 1)
else: # TODO
target.set_hp(target.hp - 1)
func get_hud():
var data = %HUD.get_child(0).duplicate()
data.name = name
return data
func get_region():
var collision_shape := $CollisionShape2D
var shape = $CollisionShape2D.shape as RectangleShape2D
return Rect2(
collision_shape.position,
shape.size * scale
)
func get_group_id() -> String:
var string := ""
string += str(attack_range)
string += str(attack_power)
string += str(attack_speed)
for component in components:
string += component.name
return string.md5_text()
func _on_tree_exiting() -> void:
is_selected = false
func _on_h_box_container_gui_input(event: InputEvent) -> void: # TODO: money cost
# TODO: upgradeable
if event.is_action_pressed("select"):
get_viewport().set_input_as_handled()
var hud: HUD = Client.current_stage.get_node("HUD")
var towers = hud.selection_groups[hud.selected_group].duplicate()
for tower: Tower in towers:
var found = false
for idx in range(tower.components.size()):
var component = tower.components[idx]
if component.name == "Frost":
found = true
tower.remove_component(component.name)
break
if not found:
tower.add_component(preload("res://Towers/Components/FrostComponent.gd").new())
Client.update_tower(tower.get_path(), tower.to_network_data())
func _on_h_box_container_2_gui_input(event: InputEvent) -> void:
if event.is_action_pressed("select"):
get_viewport().set_input_as_handled()
var hud: HUD = Client.current_stage.get_node("HUD")
var towers = hud.selection_groups[hud.selected_group].duplicate()
for tower: Tower in towers:
var found = false
for idx in range(tower.components.size()):
var component = tower.components[idx]
if component.name == "Burn":
found = true
tower.remove_component(component.name)
break
if not found:
tower.add_component(preload("res://Towers/Components/BurnComponent.gd").new())
Client.update_tower(tower.get_path(), tower.to_network_data())
func _on_button_1_pressed() -> void:
var hud: HUD = Client.current_stage.get_node("HUD")
var towers = hud.selection_groups[hud.selected_group].duplicate()
if Client.player.money < (attack_range / 8.0) * 10 * towers.size():
return
for tower: Tower in towers:
tower.attack_range += 8
tower.attack_value_changed.emit((attack_range / 8.0) - 1)
tower.get_node("%Data").text = "Range: %s - Power: %s - Speed: %s" % [
tower.attack_range, tower.attack_power, tower.attack_speed
]
tower.get_node("%Range/CollisionShape2D").shape.radius = attack_range
tower.selection_group_id = tower.get_group_id()
Client.update_tower(tower.get_path(), tower.to_network_data())
func _on_button_2_pressed() -> void:
var hud: HUD = Client.current_stage.get_node("HUD")
var towers = hud.selection_groups[hud.selected_group].duplicate()
if Client.player.money < attack_power * 10 * towers.size():
return
for tower: Tower in towers:
tower.attack_power += 1
tower.attack_value_changed.emit(attack_power - 1)
tower.get_node("%Data").text = "Range: %s - Power: %s - Speed: %s" % [
tower.attack_range, tower.attack_power, tower.attack_speed
]
tower.selection_group_id = tower.get_group_id()
Client.update_tower(tower.get_path(), tower.to_network_data())
func _on_button_3_pressed() -> void:
var hud: HUD = Client.current_stage.get_node("HUD")
var towers = hud.selection_groups[hud.selected_group].duplicate()
if Client.player.money < attack_speed * 10 * towers.size():
return
for tower: Tower in towers:
tower.attack_speed += 1
tower.attack_value_changed.emit(attack_speed - 1)
tower.get_node("%Data").text = "Range: %s - Power: %s - Speed: %s" % [
tower.attack_range, tower.attack_power, tower.attack_speed
]
tower.get_node("%ShootCooldown").wait_time = (speed_base / attack_speed)
tower.selection_group_id = tower.get_group_id()
Client.update_tower(tower.get_path(), tower.to_network_data())
class NetworkData extends Resource:
var name: String
var owner_id: int
var position: Vector2
var attack_range: int
var attack_power: int
var attack_speed: int
var components: Array
var sprite_modulate: Color
var components_anchor_modulate: Color
func to_network_data() -> NetworkData:
var data = NetworkData.new()
data.name = name
data.owner_id = owner_id
data.position = global_position
data.attack_range = attack_range
data.attack_power = attack_power
data.attack_speed = attack_speed
data.components = components.map(func(item: TowerComponent):
return item.name
)
data.sprite_modulate = $Sprite2D.modulate
data.components_anchor_modulate = $ComponentsAnchor.modulate
# IMPROVEMENT: check against last update and only set changed values
return data
func update_with_network_data(data: NetworkData):
for component in components.duplicate():
remove_component(component.name)
for component_name in data.components:
add_component(
load("res://Towers/Components/" + component_name + "Component.gd").new()
)
static func from_network_data(data: NetworkData) -> Tower:
var tower: Tower = preload("res://Towers/Tower.tscn").instantiate()
tower.name = data.name
tower.owner_id = data.owner_id
tower.global_position = data.position
tower.attack_range = data.attack_range
tower.attack_power = data.attack_power
tower.attack_speed = data.attack_speed
return tower
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