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class_name Tower
extends StaticBody2D
signal selected
signal deselected
static var selected_towers: Array[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()
Client.stage.hud.tower.text = ""
is_selected = value
queue_redraw()
var is_hovered = false :
set(value):
is_hovered = value
queue_redraw()
var mobs_in_range: Array = []
#var selection_area: Area2D
# rpc owner id
var owner_id = 1
@export var attack_range: int = 32
@export var attack_power: int = 1
@export var attack_speed: int = 1
func _ready():
$Range/CollisionShape2D.shape.radius = attack_range
$ShootCooldown.wait_time = attack_speed
func _draw():
if is_selected:
draw_circle(
Client.stage.map.tile_set.tile_size,
8 + attack_range,
Color(1, 1, 1, 0.75),
false,
1.0
)
modulate = Color(1.5, 1.5, 1.5)
elif is_hovered:
if Client.state is StateDefault:
draw_circle(
Client.stage.map.tile_set.tile_size,
8 + attack_range,
Color(1, 1, 1, 0.5),
false,
1.0
)
modulate = Color(1.25, 1.25, 1.25)
else:
modulate = Color(1, 1, 1)
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:
Client.select_tower(self)
if event.is_double_click():
var selection_area = preload("res://Game/Selection/MultiSelectArea.tscn").instantiate()
selection_area.set_collision_mask_value(3, true)
selection_area.select.connect(func(nodes):
for node in nodes:
Client.select_tower(node)
)
get_tree().current_scene.add_child(selection_area)
func is_melee_range():
return attack_range <= (Client.stage.map.tile_set.tile_size.x * 2)
func shoot():
if get_multiplayer_authority() != multiplayer.get_unique_id():
# TODO: do shoot animation, but don't subtract hp
return
var target = mobs_in_range[0] as Unit
if is_melee_range():
target.set_hp(target.hp - 1)
else: # TODO
target.set_hp(target.hp - 1)
func show_ui():
# todo: show ui
pass
func get_region():
var collision_shape := $CollisionShape2D
var shape = $CollisionShape2D.shape as RectangleShape2D
return Rect2(
collision_shape.position,
shape.size
)
func _on_tree_exiting() -> void:
is_selected = false
func get_rpc_properties() -> Dictionary:
return {
"name": null,
"global_position": null,
"owner_id": null,
}
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