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https://github.com/Relintai/broken_seals_roguelike.git
synced 2024-11-21 13:17:17 +01:00
Enemies can't be targeted now if they are hidden. Also handle input on touch up.
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@ -183,33 +183,36 @@ func _unhandled_input(event: InputEvent) -> void:
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get_tree().set_input_as_handled()
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if event is InputEventScreenTouch and event.pressed:
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if !target(event.position):
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var pos : Vector2 = world.make_canvas_position_local(event.position)
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pos -= transform.origin
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if pos.length() < tile_size / 2:
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#wait
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world.player_moved()
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return
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if event is InputEventScreenTouch:
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if event.pressed:
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pass
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else:
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if !target(event.position):
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var pos : Vector2 = world.make_canvas_position_local(event.position)
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var mx : int = 0
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var my : int = 0
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pos -= transform.origin
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if abs(pos.x) > tile_size / 2:
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if pos.x >= 0:
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mx = 1
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else:
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mx = -1
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if abs(pos.y) > tile_size / 2:
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if pos.y >= 0:
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my = 1
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else:
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my = -1
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try_move(mx, my)
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if pos.length() < tile_size / 2:
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#wait
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world.player_moved()
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return
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var mx : int = 0
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var my : int = 0
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if abs(pos.x) > tile_size / 2:
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if pos.x >= 0:
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mx = 1
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else:
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mx = -1
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if abs(pos.y) > tile_size / 2:
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if pos.y >= 0:
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my = 1
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else:
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my = -1
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try_move(mx, my)
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get_tree().set_input_as_handled()
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@ -280,6 +283,9 @@ func target(position : Vector2) -> bool:
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var enemy : Entity = world.get_enemy_at_tile(pos.x, pos.y)
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if enemy:
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if !enemy.get_body().visible:
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return false
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if entity.getc_target() != enemy:
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entity.target_crequest_change(enemy.get_path())
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return true
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@ -295,6 +301,9 @@ func cmouseover(position : Vector2):
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var enemy : Entity = world.get_enemy_at_tile(pos.x, pos.y)
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if enemy:
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if !enemy.get_body().visible:
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return false
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if last_mouse_over != null and last_mouse_over != entity:
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if is_instance_valid(last_mouse_over):
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last_mouse_over.notification_cmouse_exit()
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