added player free playermovement started tilemovement

This commit is contained in:
Jonas 2025-03-31 22:21:27 +02:00
parent 2c26275966
commit 359ec0302d
8 changed files with 186 additions and 4 deletions

View File

@ -1,7 +1,8 @@
[gd_scene load_steps=17 format=3 uid="uid://d1jhpluu86cbd"] [gd_scene load_steps=18 format=3 uid="uid://d1jhpluu86cbd"]
[ext_resource type="Texture2D" uid="uid://d3tfo61gemayy" path="res://assets/sprites/units/$Cat_Female (2).png" id="1_3vyb7"] [ext_resource type="Texture2D" uid="uid://d3tfo61gemayy" path="res://assets/sprites/units/$Cat_Female (2).png" id="1_3vyb7"]
[ext_resource type="Script" uid="uid://jfojoaymauh2" path="res://scripts/player.gd" id="1_g2els"] [ext_resource type="Script" uid="uid://jfojoaymauh2" path="res://scripts/player.gd" id="1_g2els"]
[ext_resource type="Script" uid="uid://u7567afura88" path="res://scripts/toggle_movement.gd" id="3_qhqgy"]
[sub_resource type="AtlasTexture" id="AtlasTexture_3li8b"] [sub_resource type="AtlasTexture" id="AtlasTexture_3li8b"]
atlas = ExtResource("1_3vyb7") atlas = ExtResource("1_3vyb7")
@ -127,3 +128,24 @@ position = Vector2(0, 2.5)
shape = SubResource("RectangleShape2D_v6fml") shape = SubResource("RectangleShape2D_v6fml")
[node name="Camera2D" type="Camera2D" parent="."] [node name="Camera2D" type="Camera2D" parent="."]
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="VBoxContainer" type="VBoxContainer" parent="CanvasLayer"]
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -213.0
offset_bottom = 58.0
grow_horizontal = 0
[node name="ToggleMovement" type="Button" parent="CanvasLayer/VBoxContainer"]
layout_mode = 2
text = "Toggle Movement"
script = ExtResource("3_qhqgy")
[node name="MovementType" type="Label" parent="CanvasLayer/VBoxContainer"]
layout_mode = 2
text = "\"Mode: Non-Combat (Free)\""
[connection signal="pressed" from="CanvasLayer/VBoxContainer/ToggleMovement" to="." method="_on_toggle_movement_pressed"]

View File

@ -28,6 +28,53 @@ func _set_max_array_size():
if MAX_ARRAY_SIZE < GRID_SIZE_HEIGHT: if MAX_ARRAY_SIZE < GRID_SIZE_HEIGHT:
MAX_ARRAY_SIZE = GRID_SIZE_HEIGHT MAX_ARRAY_SIZE = GRID_SIZE_HEIGHT
func is_array_tile_valid(array_pos: Vector3i):
if 0 < array_pos.x and array_pos.x < MAX_ARRAY_SIZE and 0 < array_pos.y and array_pos.y < MAX_ARRAY_SIZE and 0 < array_pos.z and array_pos.z < MAX_ARRAY_SIZE:
return true
return false
func get_array_neighbors(array_pos: Vector3i, movement_range: int) -> Array:
var neighbors = []
var visited = {array_pos: true} # Using a dictionary for faster lookups
var directions = [
Vector3i(0, 0, 1), # up
Vector3i(0, 0, -1), # down
Vector3i(0, 1, 0), # left
Vector3i(0, -1, 0), # right
Vector3i(1, 0, 0), # forward
Vector3i(-1, 0, 0), # backward
]
# Use a breadth-first search approach
var current_level = [array_pos]
for distance in range(1, movement_range + 1):
var next_level = []
for current_pos in current_level:
for dir in directions:
var neighbor_pos = current_pos + dir
# Check if we've already processed this position or if it's invalid
if neighbor_pos in visited or not is_array_tile_valid(neighbor_pos):
continue
# Mark as visited and add to results
visited[neighbor_pos] = true
neighbors.append(neighbor_pos)
next_level.append(neighbor_pos)
# Move to the next level of neighbors
current_level = next_level
# If no more positions to check at this level, we can stop early
if current_level.is_empty():
break
return neighbors
func initialize_map_data(): func initialize_map_data():
# Initialize empty map structure # Initialize empty map structure
map_data = [] map_data = []

View File

@ -9,6 +9,7 @@ var TILE_SIZE_ISOMETRIC_X = 32 # in px
var TILE_SIZE_ISOMETRIC_Y = 16 # in px var TILE_SIZE_ISOMETRIC_Y = 16 # in px
var unit_is_hovered = false var unit_is_hovered = false
var unit_is_selected = false
var darkening_active = false var darkening_active = false
@ -36,6 +37,9 @@ func reset_darkening():
func set_unit_hover_state(is_hovered): func set_unit_hover_state(is_hovered):
unit_is_hovered = is_hovered unit_is_hovered = is_hovered
func set_unit_selected_state(is_selected):
unit_is_selected = is_selected
# Initialize with reference to a map data object and a tilemap to use as template # Initialize with reference to a map data object and a tilemap to use as template
func _init(map_data_ref, tilemap_template): func _init(map_data_ref, tilemap_template):
@ -175,6 +179,10 @@ func handle_hover(mouse_position):
# Handle tile selection logic # Handle tile selection logic
func handle_tile_selection(): func handle_tile_selection():
if unit_is_selected:
reset_darkening()
unit_is_selected = false
for z in map_data.GRID_SIZE_HEIGHT: for z in map_data.GRID_SIZE_HEIGHT:
for x in map_data.GRID_SIZE_WIDTH: for x in map_data.GRID_SIZE_WIDTH:
for y in map_data.GRID_SIZE_LENGTH: for y in map_data.GRID_SIZE_LENGTH:

View File

@ -25,6 +25,7 @@ func debug_print(message):
if debug_enabled: if debug_enabled:
print("[IsometricMapSystem] " + str(message)) print("[IsometricMapSystem] " + str(message))
# Utility functions for conversion between coordinate systems # Utility functions for conversion between coordinate systems
func iso_to_world(tile_x, tile_y, player_z_layer = 0, tile_width = 32, tile_height = 16): func iso_to_world(tile_x, tile_y, player_z_layer = 0, tile_width = 32, tile_height = 16):
# Calculate the world position from isometric coordinates # Calculate the world position from isometric coordinates

View File

@ -3,6 +3,7 @@ extends CharacterBody2D
@onready var collision_shape_2d: CollisionShape2D = $CollisionShape2D @onready var collision_shape_2d: CollisionShape2D = $CollisionShape2D
@onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D @onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var player: CharacterBody2D = $"." @onready var player: CharacterBody2D = $"."
@onready var movementlabel: Label = $CanvasLayer/VBoxContainer/MovementType
var hovered = null var hovered = null
var selected = null var selected = null
@ -12,6 +13,22 @@ var selected_indicator = preload("res://assets/sprites/ui/ui_icons_blue_down4.pn
var map_renderer = null var map_renderer = null
@export var move_speed: float = 200.0 # Speed for free movement
@export var tile_size: Vector2 = Vector2(32, 16)
@export var combat_move_time: float = 0.3
enum MovementMode {
FREE,
COMBAT
}
var current_mode: MovementMode = MovementMode.FREE
var is_moving: bool = false
var target_position: Vector2 = Vector2.ZERO
var start_position: Vector2 = Vector2.ZERO
var move_progress: float = 0.0
var move_direction: Vector2 = Vector2.ZERO
func set_map_renderer(renderer): func set_map_renderer(renderer):
map_renderer = renderer map_renderer = renderer
@ -24,9 +41,11 @@ func _ready():
hover_sprite.name = "HoverIndicator" hover_sprite.name = "HoverIndicator"
hover_sprite.z_index = 100 hover_sprite.z_index = 100
player.add_child(hover_sprite) player.add_child(hover_sprite)
target_position = position
func toggle_selection(): func toggle_selection():
selected = !selected selected = !selected
map_renderer.set_unit_selected_state(selected)
if selected: if selected:
get_node("HoverIndicator").texture = selected_indicator get_node("HoverIndicator").texture = selected_indicator
# Tell the map renderer to darken everything # Tell the map renderer to darken everything
@ -61,7 +80,9 @@ func _unhandled_input(event):
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed: if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
# If we're being hovered and clicked # If we're being hovered and clicked
if hovered == player: if hovered == player:
toggle_selection() toggle_selection()
else:
selected = false
func check_hover(): func check_hover():
var mouse_pos = get_global_mouse_position() var mouse_pos = get_global_mouse_position()
@ -108,11 +129,92 @@ func set_unit_position(x, y, z):
func get_sprite_size(): func get_sprite_size():
return collision_shape_2d.shape return collision_shape_2d.shape
func _process(_delta: float): func _process(delta: float):
check_hover() check_hover()
play_player_animation("idle") match current_mode:
MovementMode.FREE:
play_player_animation("movement")
process_free_movement(delta)
MovementMode.COMBAT:
play_player_animation("idle")
#process_combat_movement(delta)
func process_free_movement(delta):
# Get input direction
var direction = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
# Convert direction to isometric (optional - depends on your camera setup)
var iso_direction = Vector2(direction.x, direction.y)
# Set velocity and move
velocity = iso_direction.normalized() * move_speed
move_and_slide()
func process_combat_movement(delta):
if is_moving:
# Continue current movement
move_progress += delta / combat_move_time
if move_progress >= 1.0:
# Movement complete
position = target_position
is_moving = false
else:
# Interpolate position
position = start_position.lerp(target_position, move_progress)
else:
# Check for new movement input
var direction = Vector2.ZERO
if Input.is_action_just_pressed("ui_right"):
direction = Vector2(1, 0)
elif Input.is_action_just_pressed("ui_left"):
direction = Vector2(-1, 0)
elif Input.is_action_just_pressed("ui_down"):
direction = Vector2(0, 1)
elif Input.is_action_just_pressed("ui_up"):
direction = Vector2(0, -1)
if direction != Vector2.ZERO:
start_tile_movement(direction)
# Start a new tile movement
func start_tile_movement(direction: Vector2):
# Convert direction to isometric
var iso_direction = Vector2(direction.x - direction.y, (direction.x + direction.y) / 2)
# Calculate target position
start_position = position
target_position = position + (iso_direction * tile_size)
# Start movement
is_moving = true
move_progress = 0.0
move_direction = direction
# Toggle between movement modes
func toggle_movement_mode():
if current_mode == MovementMode.FREE:
current_mode = MovementMode.COMBAT
# Snap to nearest tile when entering combat mode
position = Vector2(
round(position.x / tile_size.x) * tile_size.x,
round(position.y / tile_size.y) * tile_size.y
)
else:
current_mode = MovementMode.FREE
print("Movement mode switched to: ", "FREE" if current_mode == MovementMode.FREE else "COMBAT")
func play_player_animation(state="idle"): func play_player_animation(state="idle"):
if state == "idle": if state == "idle":
animated_sprite.play("down") animated_sprite.play("down")
if state == "movement":
animated_sprite.play("down")
func _on_toggle_movement_pressed() -> void:
player.toggle_movement_mode()
if player.current_mode == player.MovementMode.FREE:
movementlabel.text = "Mode: Non-Combat (Free)"
else:
movementlabel.text = "Mode: Combat (Tile-Based)"

View File

@ -0,0 +1 @@
extends Button

View File

@ -0,0 +1 @@
uid://u7567afura88