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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))