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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_selected = value
queue_redraw()
toggle_ui()
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 mobs_in_range: Array = []
#var selection_area: Area2D
# rpc owner id
@export var owner_id = 1
@export var attack_range: int = 32
@export var attack_power: int = 1
@export var attack_speed: int = 1
@export var components: Array[TowerComponent] = []
func _ready():
$Range/CollisionShape2D.shape.radius = attack_range
$ShootCooldown.wait_time = attack_speed
toggle_ui()
#for component in [
#preload("res://Towers/Components/FrostComponent.gd").new(),
#preload("res://Towers/Components/BurnComponent.gd").new(),
#]:
#add_component(component)
func _draw():
if is_selected:
draw_circle(
Client.current_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.current_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 add_component(component: TowerComponent):
components.append(component)
var sprite = component.sprite
$ComponentsAnchor.add_child(sprite)
redraw_components()
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()
func redraw_components():
for idx in range(components.size()):
var component = components[idx]
var sprite = $ComponentsAnchor.get_node(NodePath(component.name))
sprite.position.y = (idx + 1) * -16
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 toggle_ui():
$HUD.visible = is_selected
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,
"attack_range": null,
}
func _on_h_box_container_gui_input(event: InputEvent) -> void:
if event.is_action_pressed("select"):
get_viewport().set_input_as_handled()
for tower in selected_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()
for tower in selected_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())
class NetworkData extends Resource:
var name: String
var owner_id: int
var position: Vector2
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.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
return tower
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