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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():
GameData.reset()
_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
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