Quit-Rolling-Around-gmtk-ja.../Scenes/Battle.gd

87 lines
2.3 KiB
GDScript

extends Node2D
signal scene_finished
signal scene_failed
var active : bool = false
var character = null setget new_character
var movement_queue = []
var character_original_position : Vector2 = Vector2.ZERO
var character_movement_range = 5
func new_character(chara):
# don't allow non-character characters
if not chara.is_in_group("OnMap"):
return
# clear the movement queue upon a change in character
movement_queue = []
# set the character's map postiton
chara.map_position = $TileMap.world_to_map(chara.position)
chara.target_position = $TileMap.map_to_world(chara.map_position)
chara.target_position += $TileMap.cell_size/2
# set the original_position
character_original_position = chara.map_position
character = chara
func character_movement_input():
if Input.is_action_just_pressed("ui_up"):
movement_queue.append(Vector2.UP)
if Input.is_action_just_pressed("ui_down"):
movement_queue.append(Vector2.DOWN)
if Input.is_action_just_pressed("ui_left"):
movement_queue.append(Vector2.LEFT)
if Input.is_action_just_pressed("ui_right"):
movement_queue.append(Vector2.RIGHT)
if Input.is_action_just_pressed("ui_accept"):
emit_signal("scene_finished")
func character_movement():
#remove uneeded inputs from the queue
for i in len(movement_queue) - 1:
#remove if adjacent values are opposites
if (movement_queue[i].x * movement_queue[i+1].x == -1 or
movement_queue[i].y * movement_queue[i+1].y == -1):
movement_queue[i] = Vector2.ZERO
movement_queue[i+1] = Vector2.ZERO
#remove null values
for i in len(movement_queue):
if movement_queue.find(Vector2.ZERO) != -1:
movement_queue.remove(movement_queue.find(Vector2.ZERO))
if len(movement_queue) == 0:
return
if not character.moving:
var total_distance = character.map_position + movement_queue[0]
total_distance -= character_original_position
#if the character is moving too far, cancel movement and empty queue
if total_distance.length() > character_movement_range:
movement_queue = []
return
#move the character once space in the queue if not moving
character.map_position += movement_queue.pop_front()
character.target_position = $TileMap.map_to_world(character.map_position)
character.target_position += $TileMap.cell_size/2
func _physics_process(_delta):
if not active:
return
character_movement()
character_movement_input()