122 lines
3.4 KiB
GDScript
122 lines
3.4 KiB
GDScript
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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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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