mirror of
https://github.com/Relintai/broken_seals_roguelike.git
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354 lines
9.0 KiB
GDScript
354 lines
9.0 KiB
GDScript
# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019-2020 Péter Magyar
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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extends Node2D
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export(String) var world_path : String = "../.."
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export(NodePath) var character_skeleton_path : NodePath = "Character"
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const BASE_SPEED = 60.0
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const MOUSE_TARGET_MAX_OFFSET : int = 10
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var input_direction : Vector2
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var target_position : Vector2
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var path : PoolVector2Array
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var current_movement_target : Vector2
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var camera : Camera2D
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var last_mouse_over : Entity = null
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var world : Node2D = null
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var _controlled : bool = false
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var sleep : bool = false
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var sleep_recheck_timer : float = 0
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var dead : bool = false
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var death_timer : float = 0
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var entity : Entity
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var character_skeleton : CharacterSkeleton2D
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var visibility_update_timer : float = randi()
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var tile_size : int = 32
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var nameplate : Node
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func _enter_tree() -> void:
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world = get_node(world_path) as Node2D
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tile_size = get_node("/root/Main").get_tile_size()
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camera = get_node_or_null("Camera") as Camera2D
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set_process_input(false)
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set_process_unhandled_input(false)
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character_skeleton = get_node(character_skeleton_path)
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entity = get_node("..")
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entity.set_character_skeleton(character_skeleton)
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# entity.connect("notification_ccast", self, "on_notification_ccast")
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entity.connect("diesd", self, "on_diesd")
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entity.connect("isc_controlled_changed", self, "on_c_controlled_changed")
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owner = entity
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on_c_controlled_changed(entity.c_is_controlled)
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transform = entity.get_transform_2d(true)
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func set_visibility(val : bool) -> void:
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if val:
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show()
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if nameplate:
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nameplate.show()
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elif !val:
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hide()
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if nameplate:
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nameplate.hide()
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func _unhandled_input(event: InputEvent) -> void:
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#Not sure why yet, but _unhandled_input gets called even after set_process_unhandled_input(false)
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if !entity.c_is_controlled:
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return
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if event.is_action_pressed("left"):
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try_move(-1, 0)
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get_tree().set_input_as_handled()
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return
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elif event.is_action_pressed("right"):
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try_move(1, 0)
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get_tree().set_input_as_handled()
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return
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elif event.is_action_pressed("up"):
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try_move(0, -1)
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get_tree().set_input_as_handled()
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return
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elif event.is_action_pressed("down"):
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try_move(0, 1)
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get_tree().set_input_as_handled()
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return
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elif event.is_action_pressed("wait"):
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world.player_moved()
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get_tree().set_input_as_handled()
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return
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if event is InputEventMouseMotion and event.device != -1:
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cmouseover(event.position)
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get_tree().set_input_as_handled()
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if event is InputEventMouseButton:
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if event.button_index == BUTTON_WHEEL_DOWN and event.device != -1:
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if camera == null:
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return
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if camera.zoom.x >= 1:
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return
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else:
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camera.zoom += Vector2(event.factor, event.factor) * 0.01
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elif event.button_index == BUTTON_WHEEL_UP and event.device != -1:
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if camera == null:
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return
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if camera.zoom.x <= 0.2:
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return
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else:
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camera.zoom -= Vector2(event.factor, event.factor) * 0.01
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elif event.button_index == BUTTON_LEFT and event.device != -1:
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if event.pressed:
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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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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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# if not event.pressed and event.button_index == BUTTON_LEFT and event.device != -1:
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# if mouse_down_delta.length() < MOUSE_TARGET_MAX_OFFSET:
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# target(event.position)
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if event.pressed and event.button_index == BUTTON_RIGHT and event.device != -1:
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target(event.position)
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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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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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func try_move(dx, dy):
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var state : int = entity.getc_state()
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if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
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return
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var tp : Vector2 = get_tile_position()
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tp.x += dx
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tp.y += dy
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if !world.is_position_walkable(tp.x, tp.y):
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return
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#todo
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#world.can_interact
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set_tile_position(tp)
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if entity.c_is_controlled:
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world.player_moved()
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func move_towards_target():
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var state : int = entity.getc_state()
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if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
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return
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var t : Entity = entity.getc_target()
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if !t:
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return
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var bp : Vector2 = t.get_body().get_tile_position()
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var my_point = world.nav_graph.get_closest_point(get_tile_position())
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var target_point = world.nav_graph.get_closest_point(bp)
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var path = world.nav_graph.get_point_path(my_point, target_point)
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if path:
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assert(path.size() > 1)
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var move_tile = Vector2(path[1].x, path[1].y)
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if move_tile == bp:
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return
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for e in world.enemies:
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if e.get_body().get_tile_position() == move_tile:
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return
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set_tile_position(move_tile)
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func get_tile_position() -> Vector2:
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return Vector2(int(transform.origin.x / tile_size), int(transform.origin.y / tile_size))
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func set_tile_position(pos : Vector2) -> void:
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transform.origin = pos * tile_size + Vector2(tile_size / 2, tile_size / 2)
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func target(position : Vector2) -> bool:
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position = world.make_canvas_position_local(position)
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var pos : Vector2 = world.pixel_to_tile(position.x, position.y)
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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 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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else:
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entity.target_crequest_change(NodePath())
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return false
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func cmouseover(position : Vector2):
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#https://github.com/godotengine/godot/issues/32222
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position = position - get_viewport_transform().origin
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position *= camera.zoom
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var pos : Vector2 = world.pixel_to_tile(position.x, position.y)
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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 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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last_mouse_over = null
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if last_mouse_over == null:
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entity.notification_cmouse_enter()
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last_mouse_over = entity
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return
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if last_mouse_over != null:
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last_mouse_over.notification_cmouse_exit()
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last_mouse_over = null
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func on_c_controlled_changed(val):
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#create camera and pivot if true
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_controlled = val
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if val:
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camera = Camera2D.new()
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camera.zoom = get_node("/root/Main").get_world_scale()
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add_child(camera)
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camera.current = true
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var uiscn : PackedScene = ResourceLoader.load("res://ui/player_ui/player_ui.tscn")
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var ui = uiscn.instance()
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add_child(ui)
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# set_process_input(true)
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set_process_unhandled_input(true)
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set_visibility(true)
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else:
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if camera:
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camera.queue_free()
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camera = null
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# set_process_input(false)
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set_process_unhandled_input(false)
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var nameplatescn : PackedScene = ResourceLoader.load("res://ui/nameplates/NamePlate.tscn")
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nameplate = nameplatescn.instance()
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get_parent().add_child(nameplate)
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set_visibility(false)
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remote func sset_position(pposition : Vector2) -> void:
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if multiplayer.network_peer and multiplayer.is_network_server():
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entity.vrpc("cset_position", position)
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if _controlled:
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cset_position(position)
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remote func cset_position(pposition : Vector2) -> void:
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pposition = pposition
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func on_diesd(entity):
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pass
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