extends Node2D @onready var tilemap = get_node("../Map/TileMapLayer") @onready var map_config = preload("res://resources/map_generator_resource.tres") var occupied_tiles = {} var max_x : int var max_y : int var dirs = {"move_right": Vector2.RIGHT, "move_left": Vector2.LEFT, "move_up": Vector2.UP, "move_down": Vector2.DOWN} var towers : Dictionary = { "place_warlock": { "scene": preload("res://scenes/warlock.tscn"), "cost": 10 }, "place_wyvern": { "scene": preload("res://scenes/wyvern.tscn"), "cost": 15 } } func _ready(): max_x = map_config.grid_width * map_config.tile_size max_y = map_config.grid_height * map_config.tile_size position = position.snapped(Vector2.ONE * map_config.tile_size) position += Vector2.ONE * map_config.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): var tower_cost = tower["cost"] if is_valid_placement_tile() && GameData.get_life() >= tower_cost: var tmp = tower["scene"].instantiate() var path = get_tree().get_root().get_node("Main/Defenders") path.add_child(tmp) tmp.global_position = position occupy_tile(position) GameData.subtract_life(tower_cost) func handle_move(dir): position += dir * map_config.tile_size position.x = max(position.x, map_config.tile_size / 2) position.y = max(position.y, map_config.tile_size / 2) position.x = min(position.x, max_x - (map_config.tile_size / 2)) position.y = min(position.y, max_y - (map_config.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))) && (!is_tile_occupied(position)) func is_tile_occupied(tile_position): return occupied_tiles.has(tile_position) func occupy_tile(tile_position): occupied_tiles[tile_position] = true func free_tile(tile_position): occupied_tiles.erase(tile_position)