extends Node2D var game_stats_config = preload("res://resources/game_stats_config.tres") @onready var map_config = preload("res://resources/map_generator_resource.tres") @onready var _tm = get_node("../Defenders") 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 tower_ids = { "tower_action_one": game_stats_config.defenders_index.WARLOCK, "tower_action_two": game_stats_config.defenders_index.WYVERN, "tower_action_three": game_stats_config.defenders_index.WARLOCK, "tower_action_four": game_stats_config.defenders_index.WARLOCK, } signal curr_tile(tile_state) 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 id in tower_ids.keys(): if event.is_action_pressed(id): _tm.handle_tower_key(tower_ids[id], global_position) emit_signal("curr_tile", _get_tile_state()) 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)) # this method of getting uniform menu for the panel # was specifically designed that way in game stats config # it may be inefficient and is somewhat messy func _get_tile_state(): var tile_info = null if _tm.is_tile_occupied(position): tile_info = _tm.get_upgrades_at(position) elif _tm.is_valid_placement_tile(position): tile_info = game_stats_config.defenders return tile_info