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
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
|
class_name Tower
extends StaticBody2D
signal selected
signal deselected
signal selected_secondary
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()
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 components_changed
@export var components: Dictionary
func _init():
scale = Vector2(Client.current_stage.map.tile_set.tile_size) / Vector2(16, 16)
func _ready():
$AnimatedSprite2D.play()
for component in [preload("res://Towers/Components/RangeComponent.tscn").instantiate(), preload("res://Towers/Components/AttackComponent.tscn").instantiate()]:
add_component(component)
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 + components.get(TowerComponent.ComponentType.Range).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 = $AnimatedSprite2D.sprite_frames.get_frame_texture("default", 0).get_size() * $AnimatedSprite2D.scale
draw_rect(
Rect2($AnimatedSprite2D.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 multiplayer.is_server():
for component in components.values():
if component.has_method("process"):
component.process(delta)
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 event.is_action_pressed("select_secondary"):
selected_secondary.emit()
if Client.state is StateBuild:
if event.is_action_pressed("builder_cancel"):
Client.remove_tower(self)
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_primary(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[component.type] = component
add_child(component)
component.on_add(self)
var sprite = component.sprite.duplicate()
%ComponentsAnchor.add_child(sprite)
redraw_components()
components_changed.emit()
func redraw_components():
var keys = components.keys()
for idx in range(keys.size()):
var key = keys[idx]
var component: TowerComponent = components[key]
var sprite = %ComponentsAnchor.get_node(NodePath(component.id))
sprite.position.y = (idx + 1) * -16
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 := ""
for component: TowerComponent in components.values():
string += component.id
string += str(component.level)
return string.md5_text()
func _on_tree_exiting() -> void:
is_selected = false
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.components = components.values().map(func(item: TowerComponent):
var component_data = inst_to_dict(item.to_network_data())
component_data["path"] = item.get_path()
return component_data
)
data.sprite_modulate = $AnimatedSprite2D.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_data in data.components:
var component = get_node(component_data.path) as TowerComponent
component.update_with_network_data(dict_to_inst(component_data))
redraw_components()
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.get_node("AnimatedSprite2D").modulate = data.sprite_modulate
tower.get_node("%ComponentsAnchor").modulate = data.components_anchor_modulate
return tower
|