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path: root/scenes/UI/cursor.gd
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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")
	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))