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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))
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