Reorganized input
This commit is contained in:
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docs/superpowers/plans/2026-04-02-input-centralization.md
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336
docs/superpowers/plans/2026-04-02-input-centralization.md
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# Input Centralization Implementation Plan
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** Centralize all non-UI input handling in PlayerController so gameplay input can be disabled with a single flag.
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**Architecture:** PlayerController owns all mouse input (clicks, drags, grid tracking) and emits signals. CameraController and TileHighlight become purely reactive — no direct input reading. `strategy_phase.gd` wires everything together and toggles `input_disabled` during overlays.
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**Tech Stack:** Godot 4, GDScript
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---
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### Task 1: Add drag detection and input_disabled to PlayerController
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**Files:**
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- Modify: `nodes/player_controller.gd`
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- [ ] **Step 1: Add new signals, properties, and drag state variables**
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Add after the existing `signal combat_requested` line (line 7) and update the variable block:
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```gdscript
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signal combat_requested(attacker: Unit, defender: Unit)
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signal mouse_grid_changed(coords: Vector2i)
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signal camera_drag(delta: Vector2)
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var input_disabled := false
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var _selected_unit: Unit = null
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var _target_pos: Vector2
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var _goal_pos: Vector2
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var _moving := false
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var _left_pending := false
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var _drag_start := Vector2.ZERO
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var _dragging := false
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var _current_grid_coords := Vector2i(-99999, -99999)
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const DRAG_THRESHOLD := 8.0
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```
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- [ ] **Step 2: Add mouse grid tracking to `_process`**
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Add a new `_process` method. This replaces the mouse tracking that `tile_highlight.gd` currently does:
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```gdscript
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func _process(_delta: float) -> void:
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if input_disabled:
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return
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var mouse_pos := get_viewport().get_canvas_transform().affine_inverse() * get_viewport().get_mouse_position()
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var coords := dl_map.world_to_coords(mouse_pos)
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if coords != _current_grid_coords:
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_current_grid_coords = coords
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mouse_grid_changed.emit(coords)
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```
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- [ ] **Step 3: Add drag handling to `_unhandled_input`**
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Replace the existing `_unhandled_input` method with this version that integrates drag detection (ported from `camera_controller.gd`):
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```gdscript
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func _unhandled_input(event: InputEvent) -> void:
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if input_disabled:
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return
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if event is InputEventMouseButton:
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match event.button_index:
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MOUSE_BUTTON_LEFT:
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if event.pressed:
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_left_pending = true
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_drag_start = event.position
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else:
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if _dragging:
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_dragging = false
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_left_pending = false
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Input.set_default_cursor_shape(Input.CURSOR_ARROW)
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get_viewport().set_input_as_handled()
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else:
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_left_pending = false
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_handle_left_click(event.position)
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MOUSE_BUTTON_MIDDLE:
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if event.pressed:
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_dragging = true
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_drag_start = event.position
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Input.set_default_cursor_shape(Input.CURSOR_DRAG)
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else:
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_dragging = false
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Input.set_default_cursor_shape(Input.CURSOR_ARROW)
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get_viewport().set_input_as_handled()
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elif event is InputEventMouseMotion:
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if _left_pending and not _dragging:
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if event.position.distance_to(_drag_start) >= DRAG_THRESHOLD:
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_dragging = true
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_left_pending = false
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Input.set_default_cursor_shape(Input.CURSOR_DRAG)
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if _dragging:
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var delta: Vector2 = _drag_start - event.position
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_drag_start = event.position
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camera_drag.emit(delta)
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get_viewport().set_input_as_handled()
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```
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- [ ] **Step 4: Extract click logic into `_handle_left_click`**
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Add this method — it's the existing click logic from `_unhandled_input`, refactored out so the drag/click split is clean:
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```gdscript
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func _handle_left_click(screen_pos: Vector2) -> void:
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var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * screen_pos
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var clicked_unit := _get_unit_at(world_pos)
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if clicked_unit:
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if _selected_unit and clicked_unit != _selected_unit and _selected_unit.is_alive() and clicked_unit.is_alive():
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combat_requested.emit(_selected_unit, clicked_unit)
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else:
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_select_unit(clicked_unit)
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get_viewport().set_input_as_handled()
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elif _selected_unit:
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var snapped_pos := dl_map.snap_to_grid(world_pos)
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var grid_coords := dl_map.world_to_coords(world_pos)
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if dl_map.is_wall(grid_coords):
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return
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_goal_pos = snapped_pos
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get_viewport().set_input_as_handled()
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```
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- [ ] **Step 5: Verify in editor**
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Run the scene. Confirm:
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- Clicking units still selects/moves them
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- Left-dragging pans camera (after 8px threshold)
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- Middle-dragging pans camera immediately
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- Grid highlight still works (will be wired in Task 4, but shouldn't crash)
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- [ ] **Step 6: Commit**
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```bash
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git add nodes/player_controller.gd
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git commit -m "feat: add drag detection and input_disabled to PlayerController"
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```
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---
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### Task 2: Make CameraController reactive
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**Files:**
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- Modify: `scripts/camera_controller.gd`
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- [ ] **Step 1: Replace CameraController with reactive version**
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Replace the entire file content with:
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```gdscript
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class_name CameraController extends Camera2D
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func apply_drag(delta: Vector2) -> void:
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position += delta / zoom
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```
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- [ ] **Step 2: Verify in editor**
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Run the scene. Camera drag won't work yet (signal not wired until Task 4) but the scene should load without errors.
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- [ ] **Step 3: Commit**
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```bash
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git add scripts/camera_controller.gd
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git commit -m "refactor: make CameraController reactive, remove direct input handling"
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```
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---
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### Task 3: Make TileHighlight reactive
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**Files:**
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- Modify: `scripts/tile_highlight.gd`
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- [ ] **Step 1: Replace TileHighlight with reactive version**
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Replace the entire file content with:
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```gdscript
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extends ColorRect
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@export var tile_size: float = 48.0
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var _time: float = 0.0
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func _ready() -> void:
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size = Vector2(tile_size, tile_size)
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color = Color(1.0, 1.0, 1.0, 0.25)
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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func _process(delta: float) -> void:
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_time += delta
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color.a = 0.25 + 0.1 * sin(_time * 4.0)
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func set_grid_coords(coords: Vector2i) -> void:
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global_position = Vector2(coords) * tile_size
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func _notification(what: int) -> void:
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if what == NOTIFICATION_WM_MOUSE_EXIT:
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hide()
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elif what == NOTIFICATION_WM_MOUSE_ENTER:
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show()
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```
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The `tile_hovered` signal is removed — PlayerController now owns `mouse_grid_changed`. The `_process` only handles the pulse animation. `set_grid_coords` positions the highlight from external coords.
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- [ ] **Step 2: Verify in editor**
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Run the scene. Tile highlight won't track mouse yet (not wired until Task 4) but the scene should load without errors and the pulse animation should work if visible.
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- [ ] **Step 3: Commit**
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```bash
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git add scripts/tile_highlight.gd
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git commit -m "refactor: make TileHighlight reactive, remove direct mouse tracking"
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```
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---
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### Task 4: Wire signals in strategy_phase.gd and update CombatMap
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**Files:**
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- Modify: `nodes/strategy_phase.gd`
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- Modify: `nodes/combat_map.gd`
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- [ ] **Step 1: Update CombatMap.set_highlight_enabled to accept no args**
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In `nodes/combat_map.gd`, the `set_highlight_enabled` method currently controls tile highlight visibility. It stays, but now it also needs to be callable from strategy_phase. No changes needed to the method itself — it already does what we need. However, remove the `tile_hovered` signal from CombatMap since PlayerController now owns grid change signaling.
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Remove line 4 from `combat_map.gd`:
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```gdscript
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signal tile_hovered(coords: Vector2i)
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```
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And update `target_tile` (line 83-85) to remove the signal emit:
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```gdscript
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func target_tile(coords: Vector2i) -> void:
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highlight_map.target_tile(coords)
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```
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- [ ] **Step 2: Wire signals in strategy_phase.gd**
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Replace the entire file content of `nodes/strategy_phase.gd`:
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```gdscript
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class_name StrategyPhase extends Node2D
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@onready var player_controller: PlayerController = $PlayerController
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@onready var combat_system: CombatSystem = $CombatSystem
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@onready var combat_ui: CombatUI = $CombatUI
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@onready var combat_map: CombatMap = $CombatMap
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@onready var camera: CameraController = $Camera2D
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func _ready() -> void:
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player_controller.combat_requested.connect(_on_combat_requested)
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player_controller.mouse_grid_changed.connect(_on_mouse_grid_changed)
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player_controller.camera_drag.connect(camera.apply_drag)
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combat_ui.fight_confirmed.connect(_on_fight_confirmed)
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combat_ui.fight_cancelled.connect(_on_fight_cancelled)
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func _on_mouse_grid_changed(coords: Vector2i) -> void:
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combat_map.target_tile(coords)
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combat_map.tile_highlight.set_grid_coords(coords)
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func _on_combat_requested(attacker: Unit, defender: Unit) -> void:
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var proposal := combat_system.create_proposal(attacker, defender)
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_set_input_disabled(true)
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combat_ui.show_proposal(proposal)
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func _on_fight_confirmed(proposal: CombatProposal) -> void:
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combat_system.apply_proposal(proposal)
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_set_input_disabled(false)
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func _on_fight_cancelled() -> void:
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_set_input_disabled(false)
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func _set_input_disabled(disabled: bool) -> void:
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player_controller.input_disabled = disabled
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combat_map.set_highlight_enabled(not disabled)
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```
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- [ ] **Step 3: Verify in editor**
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Run the scene. Confirm all behaviors work end-to-end:
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- Mouse movement highlights tiles on the grid
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- Left-click selects units and sets movement targets
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- Left-drag (past threshold) pans the camera
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- Middle-drag pans the camera immediately
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- Opening combat proposal disables all input (no highlight, no clicks, no drags)
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- Confirming or cancelling combat re-enables input
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- Cursor resets to arrow when drag ends
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- [ ] **Step 4: Commit**
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```bash
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git add nodes/strategy_phase.gd nodes/combat_map.gd
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git commit -m "feat: wire centralized input signals, toggle input_disabled on overlays"
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```
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---
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### Task 5: Clean up unused code
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**Files:**
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- Modify: `nodes/combat_map.gd` (verify no remaining references to removed signal)
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- [ ] **Step 1: Check for remaining references to `tile_hovered` signal on CombatMap**
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Search the codebase for any connections to `combat_map.tile_hovered` or `CombatMap.tile_hovered`. If found, remove or update them.
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- [ ] **Step 2: Verify full scene runs cleanly**
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Run the scene one final time. Confirm no errors in the Godot console and all input behaviors work as expected.
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- [ ] **Step 3: Commit if any cleanup was needed**
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```bash
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git add -A
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git commit -m "chore: remove stale tile_hovered references"
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```
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@@ -0,0 +1,94 @@
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# Input Centralization Design
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## Problem
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Input handling is scattered across `PlayerController`, `CameraController`, and `TileHighlight`, each independently reading mouse state. There's no way to globally disable gameplay input during overlays or animations.
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## Design
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### PlayerController — single input authority
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`PlayerController` becomes the only script that reads raw input. All other gameplay scripts react to its signals.
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**Signals:**
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| Signal | Emitted when |
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|--------|-------------|
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| `mouse_grid_changed(coords: Vector2i)` | Hovered grid cell changes (every frame check in `_process()`) |
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| `camera_drag(delta: Vector2)` | Mouse is dragged (left-drag past 8px threshold, or any middle-drag) |
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| `combat_requested(attacker, defender)` | Existing — click on enemy unit while friendly selected |
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**Properties:**
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| Property | Purpose |
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|----------|---------|
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| `input_disabled: bool` | When true, all input processing stops — no signals emitted, no click handling, no movement |
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**Input handling (`_unhandled_input`):**
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- Left click release (no drag): unit selection or movement target (existing logic)
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- Left click release on enemy unit while friendly selected: emit `combat_requested` (existing logic)
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- Left mouse drag: track press position, once delta exceeds 8px threshold, enter drag mode and emit `camera_drag(delta)` on each `InputEventMouseMotion`
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- Middle mouse drag: immediately enter drag mode, emit `camera_drag(delta)` on each motion
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- All of the above gated by `if input_disabled: return` at the top
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**Mouse grid tracking (`_process`):**
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- Read `get_global_mouse_position()`, snap to grid, convert to `Vector2i`
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- If coords changed from previous frame, emit `mouse_grid_changed(coords)`
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- Gated by `input_disabled`
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**Left-drag vs left-click disambiguation:**
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- On left button press: record press position, set `_drag_candidate = true`
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- On mouse motion while `_drag_candidate`: if distance from press > 8px, enter drag mode (`_dragging = true`), stop treating this as a click
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- On left button release: if `_dragging`, end drag and reset state; if not, treat as click (existing selection/movement logic)
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- This matches the existing `CameraController` behavior
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### CameraController — reactive
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- Remove `_unhandled_input()` entirely
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- Remove all drag detection state (`_dragging`, `_drag_start`, etc.)
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- Expose a method (e.g., `apply_drag(delta: Vector2)`) or connect directly to `camera_drag` signal
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- Apply delta to camera position, respecting any existing bounds/smoothing
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### TileHighlight — reactive
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- Remove `_process()` mouse tracking and `get_global_mouse_position()` calls
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- Keep the pulse animation (can run in its own `_process` gated on visibility)
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- Expose a method like `set_grid_coords(coords: Vector2i)` that positions the highlight
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- Hide when input is disabled (connected to a signal or called directly)
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- Keep `_notification` for `WM_MOUSE_EXIT` / `WM_MOUSE_ENTER` if still relevant, or remove if PlayerController handles this
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### strategy_phase.gd — wiring
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Connects signals in `_ready()`:
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```
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player_controller.mouse_grid_changed → tile_highlight.set_grid_coords (or similar)
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player_controller.camera_drag → camera_controller.apply_drag
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```
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Overlays toggle input:
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```
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# When showing overlay:
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player_controller.input_disabled = true
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# When hiding overlay:
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player_controller.input_disabled = false
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```
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## What doesn't change
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- `CombatUI._unhandled_input()` for right-click dismiss — this is UI-layer input, not gameplay input
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- Unit signals (`unit_died`, `unit_selected_changed`)
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- CombatSystem logic
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- All existing click behavior (selection, movement, combat requests) — just consolidated under the `input_disabled` gate
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## Migration notes
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- `CameraController` drag state variables and `_unhandled_input` are deleted, not left as dead code
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- `TileHighlight._process` mouse reading is deleted
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- `TileHighlight` keeps its `tile_size` export and grid-snapping math (used by `set_grid_coords`)
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- PlayerController needs `dl_map` reference for grid coordinate conversion (already has it)
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@@ -1,8 +1,6 @@
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class_name CombatMap
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extends Node2D
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signal tile_hovered(coords: Vector2i)
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|
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@export var tile_set: DLTileset
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@onready var tile_map: TileMapLayer = %TerrainLayer
|
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@onready var highlight_map: GridOverlay = %OverlayLayer
|
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@@ -82,7 +80,6 @@ func remove_unit(unit: Unit) -> void:
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func target_tile(coords: Vector2i) -> void:
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highlight_map.target_tile(coords)
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tile_hovered.emit(coords)
|
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|
||||
|
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func set_highlight_enabled(enabled: bool) -> void:
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|
||||
@@ -5,12 +5,23 @@ const SPEED = 192.0
|
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@export var dl_map: CombatMap
|
||||
|
||||
signal combat_requested(attacker: Unit, defender: Unit)
|
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signal mouse_grid_changed(coords: Vector2i)
|
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signal camera_drag(delta: Vector2)
|
||||
|
||||
var input_disabled := false
|
||||
|
||||
var _selected_unit: Unit = null
|
||||
var _target_pos: Vector2
|
||||
var _goal_pos: Vector2
|
||||
var _moving := false
|
||||
|
||||
var _left_pending := false
|
||||
var _drag_start := Vector2.ZERO
|
||||
var _dragging := false
|
||||
var _current_grid_coords := Vector2i(-99999, -99999)
|
||||
|
||||
const DRAG_THRESHOLD := 8.0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
for unit: Unit in get_tree().get_nodes_in_group("units"):
|
||||
@@ -30,23 +41,55 @@ func _on_unit_died(unit: Unit) -> void:
|
||||
_moving = false
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseButton and not event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
|
||||
var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * event.position
|
||||
var clicked_unit := _get_unit_at(world_pos)
|
||||
func _process(_delta: float) -> void:
|
||||
if input_disabled:
|
||||
return
|
||||
var mouse_pos := get_viewport().get_canvas_transform().affine_inverse() * get_viewport().get_mouse_position()
|
||||
var coords := dl_map.world_to_coords(mouse_pos)
|
||||
if coords != _current_grid_coords:
|
||||
_current_grid_coords = coords
|
||||
mouse_grid_changed.emit(coords)
|
||||
|
||||
if clicked_unit:
|
||||
if _selected_unit and clicked_unit != _selected_unit and _selected_unit.is_alive() and clicked_unit.is_alive():
|
||||
combat_requested.emit(_selected_unit, clicked_unit)
|
||||
else:
|
||||
_select_unit(clicked_unit)
|
||||
get_viewport().set_input_as_handled()
|
||||
elif _selected_unit:
|
||||
var snapped_pos := dl_map.snap_to_grid(world_pos)
|
||||
var grid_coords := dl_map.world_to_coords(world_pos)
|
||||
if dl_map.is_wall(grid_coords):
|
||||
return
|
||||
_goal_pos = snapped_pos
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if input_disabled:
|
||||
return
|
||||
|
||||
if event is InputEventMouseButton:
|
||||
match event.button_index:
|
||||
MOUSE_BUTTON_LEFT:
|
||||
if event.pressed:
|
||||
_left_pending = true
|
||||
_drag_start = event.position
|
||||
else:
|
||||
if _dragging:
|
||||
_dragging = false
|
||||
_left_pending = false
|
||||
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
|
||||
get_viewport().set_input_as_handled()
|
||||
else:
|
||||
_left_pending = false
|
||||
_handle_left_click(event.position)
|
||||
MOUSE_BUTTON_MIDDLE:
|
||||
if event.pressed:
|
||||
_dragging = true
|
||||
_drag_start = event.position
|
||||
Input.set_default_cursor_shape(Input.CURSOR_DRAG)
|
||||
else:
|
||||
_dragging = false
|
||||
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
elif event is InputEventMouseMotion:
|
||||
if _left_pending and not _dragging:
|
||||
if event.position.distance_to(_drag_start) >= DRAG_THRESHOLD:
|
||||
_dragging = true
|
||||
_left_pending = false
|
||||
Input.set_default_cursor_shape(Input.CURSOR_DRAG)
|
||||
if _dragging:
|
||||
var delta: Vector2 = _drag_start - event.position
|
||||
_drag_start = event.position
|
||||
camera_drag.emit(delta)
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
|
||||
@@ -83,6 +126,25 @@ func _physics_process(delta: float) -> void:
|
||||
_moving = true
|
||||
|
||||
|
||||
func _handle_left_click(screen_pos: Vector2) -> void:
|
||||
var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * screen_pos
|
||||
var clicked_unit := _get_unit_at(world_pos)
|
||||
|
||||
if clicked_unit:
|
||||
if _selected_unit and clicked_unit != _selected_unit and _selected_unit.is_alive() and clicked_unit.is_alive():
|
||||
combat_requested.emit(_selected_unit, clicked_unit)
|
||||
else:
|
||||
_select_unit(clicked_unit)
|
||||
get_viewport().set_input_as_handled()
|
||||
elif _selected_unit:
|
||||
var snapped_pos := dl_map.snap_to_grid(world_pos)
|
||||
var grid_coords := dl_map.world_to_coords(world_pos)
|
||||
if dl_map.is_wall(grid_coords):
|
||||
return
|
||||
_goal_pos = snapped_pos
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
|
||||
func _select_unit(unit: Unit) -> void:
|
||||
if _selected_unit:
|
||||
_selected_unit.set_selected(false)
|
||||
|
||||
@@ -4,20 +4,36 @@ class_name StrategyPhase extends Node2D
|
||||
@onready var combat_system: CombatSystem = $CombatSystem
|
||||
@onready var combat_ui: CombatUI = $CombatUI
|
||||
@onready var combat_map: CombatMap = $CombatMap
|
||||
@onready var camera: CameraController = $Camera2D
|
||||
|
||||
func _ready() -> void:
|
||||
player_controller.combat_requested.connect(_on_combat_requested)
|
||||
player_controller.mouse_grid_changed.connect(_on_mouse_grid_changed)
|
||||
player_controller.camera_drag.connect(camera.apply_drag)
|
||||
combat_ui.fight_confirmed.connect(_on_fight_confirmed)
|
||||
combat_ui.fight_cancelled.connect(_on_fight_cancelled)
|
||||
|
||||
|
||||
func _on_mouse_grid_changed(coords: Vector2i) -> void:
|
||||
combat_map.target_tile(coords)
|
||||
combat_map.tile_highlight.set_grid_coords(coords)
|
||||
|
||||
|
||||
func _on_combat_requested(attacker: Unit, defender: Unit) -> void:
|
||||
var proposal := combat_system.create_proposal(attacker, defender)
|
||||
combat_map.set_highlight_enabled(false)
|
||||
_set_input_disabled(true)
|
||||
combat_ui.show_proposal(proposal)
|
||||
|
||||
|
||||
func _on_fight_confirmed(proposal: CombatProposal) -> void:
|
||||
combat_system.apply_proposal(proposal)
|
||||
combat_map.set_highlight_enabled(true)
|
||||
_set_input_disabled(false)
|
||||
|
||||
|
||||
func _on_fight_cancelled() -> void:
|
||||
combat_map.set_highlight_enabled(true)
|
||||
_set_input_disabled(false)
|
||||
|
||||
|
||||
func _set_input_disabled(disabled: bool) -> void:
|
||||
player_controller.input_disabled = disabled
|
||||
combat_map.set_highlight_enabled(not disabled)
|
||||
|
||||
@@ -1,42 +1,5 @@
|
||||
class_name CameraController extends Camera2D
|
||||
|
||||
const DRAG_THRESHOLD := 8.0
|
||||
|
||||
var _dragging := false
|
||||
var _left_pending := false
|
||||
var _drag_start := Vector2.ZERO
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseButton:
|
||||
match event.button_index:
|
||||
MOUSE_BUTTON_LEFT:
|
||||
if event.pressed:
|
||||
_left_pending = true
|
||||
_drag_start = event.position
|
||||
else:
|
||||
_left_pending = false
|
||||
if _dragging:
|
||||
_dragging = false
|
||||
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
|
||||
get_viewport().set_input_as_handled()
|
||||
MOUSE_BUTTON_MIDDLE:
|
||||
if event.pressed:
|
||||
_dragging = true
|
||||
_drag_start = event.position
|
||||
Input.set_default_cursor_shape(Input.CURSOR_DRAG)
|
||||
else:
|
||||
_dragging = false
|
||||
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
|
||||
get_viewport().set_input_as_handled()
|
||||
elif event is InputEventMouseMotion:
|
||||
if _left_pending and not _dragging:
|
||||
if event.position.distance_to(_drag_start) >= DRAG_THRESHOLD:
|
||||
_dragging = true
|
||||
_left_pending = false
|
||||
Input.set_default_cursor_shape(Input.CURSOR_DRAG)
|
||||
if _dragging:
|
||||
var delta: Vector2 = _drag_start - event.position
|
||||
_drag_start = event.position
|
||||
position += delta / zoom
|
||||
get_viewport().set_input_as_handled()
|
||||
func apply_drag(delta: Vector2) -> void:
|
||||
position += delta / zoom
|
||||
|
||||
@@ -1,11 +1,8 @@
|
||||
extends ColorRect
|
||||
|
||||
signal tile_hovered(coords: Vector2i)
|
||||
|
||||
@export var tile_size: float = 48.0
|
||||
|
||||
var _time: float = 0.0
|
||||
var _previous_coords := Vector2i(INF, INF)
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
@@ -17,13 +14,10 @@ func _ready() -> void:
|
||||
func _process(delta: float) -> void:
|
||||
_time += delta
|
||||
color.a = 0.25 + 0.1 * sin(_time * 4.0)
|
||||
var mouse_pos := get_global_mouse_position()
|
||||
var snapped_pos := _snap_to_grid(mouse_pos)
|
||||
global_position = snapped_pos
|
||||
var coords := Vector2i(snapped_pos / tile_size)
|
||||
if coords != _previous_coords:
|
||||
_previous_coords = coords
|
||||
tile_hovered.emit(coords)
|
||||
|
||||
|
||||
func set_grid_coords(coords: Vector2i) -> void:
|
||||
global_position = Vector2(coords) * tile_size
|
||||
|
||||
|
||||
func _notification(what: int) -> void:
|
||||
@@ -31,7 +25,3 @@ func _notification(what: int) -> void:
|
||||
hide()
|
||||
elif what == NOTIFICATION_WM_MOUSE_ENTER:
|
||||
show()
|
||||
|
||||
|
||||
func _snap_to_grid(pos: Vector2) -> Vector2:
|
||||
return Vector2(floorf(pos.x / tile_size), floorf(pos.y / tile_size)) * tile_size
|
||||
|
||||
Reference in New Issue
Block a user