extends Node2D @onready var grid_manager = get_node("../GridManager") @onready var tilemap = get_node("../L1") var tile_size : float var max_x : float var max_y : float var dirs = {"move_right": Vector2.RIGHT, "move_left": Vector2.LEFT, "move_up": Vector2.UP, "move_down": Vector2.DOWN} var towers : Dictionary func _ready(): tile_size = grid_manager.tile_size max_x = 20 * tile_size max_y = 15 * tile_size towers["place_warlock"] = preload("res://scenes/defenders/warlock.tscn") towers["place_wyvern"] = preload("res://scenes/defenders/wyvern.tscn") position = position.snapped(Vector2.ONE * tile_size) position += Vector2.ONE * tile_size / 2 func _unhandled_input(event): for dir in dirs.keys(): if event.is_action_pressed(dir): handle_move(dirs[dir]) return for tower in towers.keys(): if event.is_action_pressed(tower): handle_tower(towers[tower]) return func handle_tower(tower): if is_valid_placement_tile(): var tmp = tower.instantiate() var path = get_tree().get_root().get_node("Main/Defenders") path.add_child(tmp) tmp.global_position = position grid_manager.occupy_tile(position) func handle_move(dir): position += dir * tile_size position.x = max(position.x, tile_size / 2) position.y = max(position.y, tile_size / 2) position.x = min(position.x, max_x - (tile_size / 2)) position.y = min(position.y, max_y - (tile_size / 2)) func is_valid_placement_tile(): var tile_coords = tilemap.get_cell_atlas_coords(tilemap.local_to_map(global_position)) return (tile_coords == (Vector2i(-1, -1))) && (!grid_manager.is_tile_occupied(position))