Completely refractor the project so the code isn't so terrible #7
@ -1,121 +1,5 @@
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extends Node2D
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var movement_queue = []
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var player_to_move : bool = false
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var player_original_position : Vector2 = Vector2.ZERO
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var player_movement_range = 5
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extends Node
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func _ready():
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# start with the DiceView being selected
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$UI/DiceView.selected = true
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$UI/CardView.selected = false
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self.player_to_move = false
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$UI/CardView.draw_card("Broadsword")
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$UI/CardView.draw_card("Sprint")
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$UI/CardView.draw_card("Magic Carving Knife")
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$UI/DiceView.roll_dice()
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$UI/DiceView.roll_dice()
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$UI/DiceView.roll_dice()
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# generate all of the OnTile nodes's tile positions
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for child in get_children():
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if child.is_in_group("OnMap"):
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child.map_position = $TileMap.world_to_map(child.position)
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child.target_position = $TileMap.map_to_world(child.map_position)
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child.target_position += $TileMap.cell_size/2
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func do_damage_around_player(damage, damage_range):
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for enemy in get_children():
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if not enemy.is_in_group("Enemy"):
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continue
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if ($Player.map_position - enemy.map_position).length() > damage_range:
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continue
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enemy.take_damage(damage)
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func do_effect_around_player(effect, effect_range):
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pass
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func set_player_to_move(movement_range : int = 0):
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player_to_move = true
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player_movement_range = movement_range
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func _physics_process(delta):
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# player should carry on queued movements no matter what
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player_movement()
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# note down the player position before moving
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if not player_to_move:
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player_original_position = $Player.map_position
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# if the player needs to move, allow the input to be for the player
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if player_to_move:
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player_movement_input()
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return
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# select the card chooser if dice is selected
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if (Input.is_action_just_pressed("ui_accept")
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and $UI/DiceView.selected == true):
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yield(get_tree().create_timer(0.1), "timeout") #TODO BAD WORKAROUND
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$UI/DiceView.selected = false
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$UI/CardView.selected = true
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# if all 3 parts are done, select the DiceView again
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if ($UI/DiceView.selected == false and
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$UI/CardView.selected == false and
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self.player_to_move == false):
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$UI/DiceView.selected = true
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func player_movement_input():
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if Input.is_action_just_pressed("ui_up"):
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movement_queue.append(Vector2.UP)
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if Input.is_action_just_pressed("ui_down"):
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movement_queue.append(Vector2.DOWN)
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if Input.is_action_just_pressed("ui_left"):
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movement_queue.append(Vector2.LEFT)
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if Input.is_action_just_pressed("ui_right"):
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movement_queue.append(Vector2.RIGHT)
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if Input.is_action_just_pressed("ui_accept"):
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player_to_move = false
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func player_movement():
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#remove uneeded inputs from the queue
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for i in len(movement_queue) - 1:
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#remove if adjacent values are opposites
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if (movement_queue[i].x * movement_queue[i+1].x == -1 or
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movement_queue[i].y * movement_queue[i+1].y == -1):
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movement_queue[i] = Vector2.ZERO
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movement_queue[i+1] = Vector2.ZERO
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#remove null values
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for i in len(movement_queue):
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if movement_queue.find(Vector2.ZERO) != -1:
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movement_queue.remove(movement_queue.find(Vector2.ZERO))
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if len(movement_queue) == 0:
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return
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if not $Player.moving:
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#if the player is moving too far, cancel movement and empty queue
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if (($Player.map_position + movement_queue[0]
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- player_original_position).length() > player_movement_range):
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movement_queue = []
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return
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#move the character once space in the queue if not moving
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$Player.map_position += movement_queue.pop_front()
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$Player.target_position = $TileMap.map_to_world($Player.map_position)
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$Player.target_position += $TileMap.cell_size/2
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$"%Battle".character = $Player
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@ -1,93 +1,27 @@
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[gd_scene load_steps=9 format=2]
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[gd_scene load_steps=7 format=2]
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[ext_resource path="res://icon.png" type="Texture" id=1]
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[ext_resource path="res://Scenes/Battle.tscn" type="PackedScene" id=1]
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[ext_resource path="res://Characters/Player.tscn" type="PackedScene" id=2]
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[ext_resource path="res://Scenes/BattleScene.gd" type="Script" id=3]
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[ext_resource path="res://UI/CardContainer.tscn" type="PackedScene" id=4]
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[ext_resource path="res://UI/DiceView.tscn" type="PackedScene" id=5]
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[ext_resource path="res://Assets/TestTile.png" type="Texture" id=6]
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[ext_resource path="res://Characters/Enemy.tscn" type="PackedScene" id=7]
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[ext_resource path="res://Management/ActiveController.tscn" type="PackedScene" id=8]
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[sub_resource type="TileSet" id=1]
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0/name = "icon.png 0"
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0/texture = ExtResource( 1 )
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0/tex_offset = Vector2( 0, 0 )
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0/modulate = Color( 1, 1, 1, 1 )
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0/region = Rect2( 8, 4, 51, 19 )
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0/tile_mode = 0
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0/occluder_offset = Vector2( 0, 0 )
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0/navigation_offset = Vector2( 0, 0 )
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0/shape_offset = Vector2( 0, 0 )
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0/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
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0/shape_one_way = false
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0/shape_one_way_margin = 0.0
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0/shapes = [ ]
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0/z_index = 0
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1/name = "TestTile.png 1"
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1/texture = ExtResource( 6 )
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1/tex_offset = Vector2( 16, 0 )
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1/modulate = Color( 1, 1, 1, 1 )
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1/region = Rect2( 0, 0, 160, 64 )
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1/tile_mode = 0
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1/occluder_offset = Vector2( 0, 0 )
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1/navigation_offset = Vector2( 0, 0 )
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1/shape_offset = Vector2( 0, 0 )
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1/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
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1/shape_one_way = false
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1/shape_one_way_margin = 0.0
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1/shapes = [ ]
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1/z_index = 0
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[node name="BattleScene" type="Node2D"]
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[node name="BattleScene" type="Node"]
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script = ExtResource( 3 )
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[node name="TileMap" type="TileMap" parent="."]
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mode = 2
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tile_set = SubResource( 1 )
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cell_size = Vector2( 128, 64 )
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cell_custom_transform = Transform2D( 128, 0, 32, 64, 0, 0 )
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centered_textures = true
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format = 1
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tile_data = PoolIntArray( 65538, 1, 0, 65539, 1, 0, 65540, 1, 0, 65541, 1, 0, 131074, 1, 0, 131075, 1, 0, 131076, 1, 0, 131077, 1, 0, 131078, 0, 0, 196610, 1, 0, 196611, 1, 0, 196612, 1, 0, 196613, 1, 0, 196614, 0, 0, 262144, 0, 0, 262145, 0, 0, 262146, 1, 0, 262147, 1, 0, 262148, 1, 0, 262149, 0, 0, 262150, 0, 0, 327681, 0, 0, 327682, 0, 0, 327683, 0, 0, 327684, 0, 0, 327685, 0, 0, 327686, 0, 0, 393217, 0, 0, 393218, 0, 0, 393219, 0, 0, 393220, 0, 0, 393221, 0, 0, 393222, 0, 0, 458754, 0, 0, 458755, 0, 0, 458756, 0, 0, 458757, 0, 0, 524291, 0, 0, 524292, 0, 0 )
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[node name="ActiveController" parent="." instance=ExtResource( 8 )]
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[node name="Battle" parent="ActiveController" instance=ExtResource( 1 )]
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[node name="DiceView" parent="ActiveController" instance=ExtResource( 5 )]
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unique_name_in_owner = true
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margin_left = 782.0
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margin_top = 375.0
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[node name="CardContainer" parent="ActiveController" instance=ExtResource( 4 )]
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unique_name_in_owner = true
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margin_top = 351.0
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margin_right = -425.0
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[node name="Player" parent="." instance=ExtResource( 2 )]
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position = Vector2( 195, 283 )
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[node name="Camera2D" type="Camera2D" parent="Player"]
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offset = Vector2( 0, 200 )
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current = true
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drag_margin_h_enabled = true
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drag_margin_v_enabled = true
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drag_margin_left = 0.3
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drag_margin_top = 0.05
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drag_margin_right = 0.3
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[node name="Enemy" parent="." instance=ExtResource( 7 )]
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position = Vector2( 565, 218 )
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[node name="Enemy2" parent="." instance=ExtResource( 7 )]
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position = Vector2( 916, 218 )
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[node name="Enemy3" parent="." instance=ExtResource( 7 )]
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position = Vector2( 1140, 630 )
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[node name="UI" type="CanvasLayer" parent="."]
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[node name="CardView" parent="UI" instance=ExtResource( 4 )]
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anchor_top = 0.509722
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anchor_right = 0.754687
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margin_top = -7.62939e-06
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margin_right = 1.52588e-05
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[node name="DiceView" parent="UI" instance=ExtResource( 5 )]
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anchor_left = 0.754687
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anchor_top = 0.509722
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margin_left = 1.52588e-05
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margin_top = -7.62939e-06
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grow_horizontal = 0
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[connection signal="do_damage" from="UI/CardView" to="." method="do_damage_around_player"]
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[connection signal="do_effect" from="UI/CardView" to="." method="do_effect_around_player"]
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[connection signal="do_movement" from="UI/CardView" to="." method="set_player_to_move"]
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[connection signal="return_dice" from="UI/CardView" to="UI/DiceView" method="roll_dice"]
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[connection signal="dice_selected" from="UI/DiceView" to="UI/CardView" method="set_currently_holding_dice"]
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Loading…
Reference in New Issue
Block a user