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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 towers : Dictionary[String, Dictionary] = {
"place_warlock": {
"scene": preload("res://scenes/warlock.tscn"),
"cost": game_stats_config.defenders["warlock"]["cost"],
},
"place_wyvern": {
"scene": preload("res://scenes/wyvern.tscn"),
"cost": game_stats_config.defenders["wyvern"]["cost"],
},
#"place_werewolf": {
#"scene": preload("res://scenes/werewolf.tscn"),
#"cost": game_stats_config.defenders["werewolf"]["cost"],
#},
#"place_wellspring": {
#"scene": preload("res://scenes/wellspring.tscn"),
#"cost": game_stats_config.defenders["werewolf"]["cost"],
#},
}
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 tower in towers.keys():
if event.is_action_pressed(tower):
_tm.place_tower(towers[tower], position)
return
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))
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