itrpg/scripts/player.gd

229 lines
7.1 KiB
GDScript

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
var hover_indicator = preload("res://assets/sprites/ui/ui_icons_green_down4.png")
var selected_indicator = preload("res://assets/sprites/ui/ui_icons_blue_down4.png")
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
func _ready():
var hover_sprite = Sprite2D.new()
hover_sprite.texture = hover_indicator
hover_sprite.position.y = -15
hover_sprite.visible = false
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
if map_renderer:
map_renderer.darken_all_except_player(self)
else:
get_node("HoverIndicator").texture = hover_indicator
# Reset darkening
if map_renderer:
map_renderer.reset_darkening()
# Keep indicator visible when selected
get_node("HoverIndicator").visible = selected or hovered == player
var player_data = {
"stats": {
"health": 100,
"mana": 100,
"speed": 3,
"attack": 10,
"defense": 5,
"actionpoints": 5,
},
"inventory": [],
"name": "Hero"
}
func _input(event):
if event is InputEventMouseMotion:
check_hover()
if event is InputEventKey and event.pressed:
if event.keycode == KEY_H:
debug_detection_at_mouse()
func debug_detection_at_mouse():
var mouse_pos = get_viewport().get_mouse_position()
print(mouse_pos)
func _unhandled_input(event):
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
# 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()
var was_hovered = hovered != null
# print("Mouse pos: ", mouse_pos, " Player pos: ", player.position)
if hovered:
hovered.get_node("HoverIndicator").visible = false
hovered = null
if player.has_node("CollisionShape2D"):
var collision = player.get_node("CollisionShape2D")
var shape = collision.shape
var local_pos = player.to_local(mouse_pos)
if shape is RectangleShape2D:
var extents = shape.extents
if local_pos.x >= -extents.x and local_pos.x <= extents.x and \
local_pos.y >= -extents.y and local_pos.y <= extents.y:
hovered = player
player.get_node("HoverIndicator").visible = true
if (was_hovered != (hovered != null)) and map_renderer:
map_renderer.set_unit_hover_state(hovered != null)
func set_unit_position(x, y, z):
var z_layer = z
var x_position = x + 16
var y_position = y
# Update the main node position
global_position = Vector2(x_position, y_position)
# Update the visual z-index directly
animated_sprite.z_index = z_layer
# Keep sprite centered at node position
animated_sprite.position = Vector2.ZERO
print("Player Z-Layer: ", z_layer)
print("Player position updated to: ", global_position)
func get_sprite_size():
return collision_shape_2d.shape
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)"