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path: root/scenes/UI/cursor.gd
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extends Node2D

var tile_size = 16.0
var max_x = 20 * tile_size
var max_y = 15 * tile_size

var dirs = {"move_right": Vector2.RIGHT,
			"move_left": Vector2.LEFT,
			"move_up": Vector2.UP,
			"move_down": Vector2.DOWN}
var towers : Dictionary

func _ready():
	towers["place_warlock"] = preload("res://scenes/defenders/warlock.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):
	var tmp = tower.instantiate()
	var path = get_tree().get_root().get_node("Main/Defenders")
	path.add_child(tmp)
	tmp.global_position = 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))