119 lines
3.5 KiB
GDScript
119 lines
3.5 KiB
GDScript
extends CharacterBody2D
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@onready var collision_shape_2d: CollisionShape2D = $CollisionShape2D
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@onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var player: CharacterBody2D = $"."
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var hovered = null
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var selected = null
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var hover_indicator = preload("res://assets/sprites/ui/ui_icons_green_down4.png")
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var selected_indicator = preload("res://assets/sprites/ui/ui_icons_blue_down4.png")
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var map_renderer = null
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func set_map_renderer(renderer):
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map_renderer = renderer
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func _ready():
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var hover_sprite = Sprite2D.new()
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hover_sprite.texture = hover_indicator
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hover_sprite.position.y = -15
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hover_sprite.visible = false
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hover_sprite.name = "HoverIndicator"
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hover_sprite.z_index = 100
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player.add_child(hover_sprite)
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func toggle_selection():
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selected = !selected
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if selected:
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get_node("HoverIndicator").texture = selected_indicator
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# Tell the map renderer to darken everything
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if map_renderer:
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map_renderer.darken_all_except_player(self)
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else:
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get_node("HoverIndicator").texture = hover_indicator
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# Reset darkening
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if map_renderer:
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map_renderer.reset_darkening()
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# Keep indicator visible when selected
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get_node("HoverIndicator").visible = selected or hovered == player
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var player_data = {
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"stats": {
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"health": 100,
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"mana": 100,
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"speed": 3,
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"attack": 10,
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"defense": 5,
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"actionpoints": 5,
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},
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"inventory": [],
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"name": "Hero"
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}
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func _input(event):
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if event is InputEventMouseMotion:
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check_hover()
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func _unhandled_input(event):
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
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# If we're being hovered and clicked
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if hovered == player:
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toggle_selection()
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func check_hover():
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var mouse_pos = get_global_mouse_position()
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var was_hovered = hovered != null
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# print("Mouse pos: ", mouse_pos, " Player pos: ", player.position)
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if hovered:
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hovered.get_node("HoverIndicator").visible = false
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hovered = null
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if player.has_node("CollisionShape2D"):
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var collision = player.get_node("CollisionShape2D")
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var shape = collision.shape
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var local_pos = player.to_local(mouse_pos)
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if shape is RectangleShape2D:
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var extents = shape.extents
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if local_pos.x >= -extents.x and local_pos.x <= extents.x and \
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local_pos.y >= -extents.y and local_pos.y <= extents.y:
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hovered = player
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player.get_node("HoverIndicator").visible = true
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if (was_hovered != (hovered != null)) and map_renderer:
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map_renderer.set_unit_hover_state(hovered != null)
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func set_unit_position(x, y, z):
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var z_layer = z
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var x_position = x + 16
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var y_position = y
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# Update the main node position
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global_position = Vector2(x_position, y_position)
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# Update the visual z-index directly
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animated_sprite.z_index = z_layer
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# Keep sprite centered at node position
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animated_sprite.position = Vector2.ZERO
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print("Player Z-Layer: ", z_layer)
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print("Player position updated to: ", global_position)
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func get_sprite_size():
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return collision_shape_2d.shape
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func _process(_delta: float):
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check_hover()
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play_player_animation("idle")
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func play_player_animation(state="idle"):
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if state == "idle":
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animated_sprite.play("down")
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