added player free playermovement started tilemovement
This commit is contained in:
parent
2c26275966
commit
359ec0302d
Binary file not shown.
@ -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="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"]
|
||||
atlas = ExtResource("1_3vyb7")
|
||||
@ -127,3 +128,24 @@ position = Vector2(0, 2.5)
|
||||
shape = SubResource("RectangleShape2D_v6fml")
|
||||
|
||||
[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"]
|
||||
|
||||
@ -28,6 +28,53 @@ func _set_max_array_size():
|
||||
if 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():
|
||||
# Initialize empty map structure
|
||||
map_data = []
|
||||
|
||||
@ -9,6 +9,7 @@ var TILE_SIZE_ISOMETRIC_X = 32 # in px
|
||||
var TILE_SIZE_ISOMETRIC_Y = 16 # in px
|
||||
|
||||
var unit_is_hovered = false
|
||||
var unit_is_selected = false
|
||||
|
||||
|
||||
var darkening_active = false
|
||||
@ -37,6 +38,9 @@ func reset_darkening():
|
||||
func set_unit_hover_state(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
|
||||
func _init(map_data_ref, tilemap_template):
|
||||
map_data = map_data_ref
|
||||
@ -175,6 +179,10 @@ func handle_hover(mouse_position):
|
||||
|
||||
# Handle tile selection logic
|
||||
func handle_tile_selection():
|
||||
if unit_is_selected:
|
||||
reset_darkening()
|
||||
unit_is_selected = false
|
||||
|
||||
for z in map_data.GRID_SIZE_HEIGHT:
|
||||
for x in map_data.GRID_SIZE_WIDTH:
|
||||
for y in map_data.GRID_SIZE_LENGTH:
|
||||
|
||||
@ -25,6 +25,7 @@ func debug_print(message):
|
||||
if debug_enabled:
|
||||
print("[IsometricMapSystem] " + str(message))
|
||||
|
||||
|
||||
# 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):
|
||||
# Calculate the world position from isometric coordinates
|
||||
|
||||
@ -3,6 +3,7 @@ extends CharacterBody2D
|
||||
@onready var collision_shape_2d: CollisionShape2D = $CollisionShape2D
|
||||
@onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D
|
||||
@onready var player: CharacterBody2D = $"."
|
||||
@onready var movementlabel: Label = $CanvasLayer/VBoxContainer/MovementType
|
||||
|
||||
var hovered = 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
|
||||
|
||||
@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):
|
||||
map_renderer = renderer
|
||||
|
||||
@ -24,9 +41,11 @@ func _ready():
|
||||
hover_sprite.name = "HoverIndicator"
|
||||
hover_sprite.z_index = 100
|
||||
player.add_child(hover_sprite)
|
||||
target_position = position
|
||||
|
||||
func toggle_selection():
|
||||
selected = !selected
|
||||
map_renderer.set_unit_selected_state(selected)
|
||||
if selected:
|
||||
get_node("HoverIndicator").texture = selected_indicator
|
||||
# Tell the map renderer to darken everything
|
||||
@ -62,6 +81,8 @@ func _unhandled_input(event):
|
||||
# If we're being hovered and clicked
|
||||
if hovered == player:
|
||||
toggle_selection()
|
||||
else:
|
||||
selected = false
|
||||
|
||||
func check_hover():
|
||||
var mouse_pos = get_global_mouse_position()
|
||||
@ -108,11 +129,92 @@ func set_unit_position(x, y, z):
|
||||
func get_sprite_size():
|
||||
return collision_shape_2d.shape
|
||||
|
||||
func _process(_delta: float):
|
||||
func _process(delta: float):
|
||||
check_hover()
|
||||
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"):
|
||||
if state == "idle":
|
||||
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)"
|
||||
|
||||
1
scripts/toggle_movement.gd
Normal file
1
scripts/toggle_movement.gd
Normal file
@ -0,0 +1 @@
|
||||
extends Button
|
||||
1
scripts/toggle_movement.gd.uid
Normal file
1
scripts/toggle_movement.gd.uid
Normal file
@ -0,0 +1 @@
|
||||
uid://u7567afura88
|
||||
Loading…
x
Reference in New Issue
Block a user