167 lines
4.5 KiB
GDScript
167 lines
4.5 KiB
GDScript
class_name PlayerController extends Node
|
|
|
|
const SPEED = 192.0
|
|
|
|
@export var dl_map: CombatMap
|
|
|
|
signal combat_requested(attacker: Unit, defender: Unit)
|
|
signal mouse_grid_changed(coords: Vector2i)
|
|
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"):
|
|
unit.unit_died.connect(_on_unit_died)
|
|
get_tree().node_added.connect(_on_node_added)
|
|
|
|
|
|
func _on_node_added(node: Node) -> void:
|
|
if node is Unit and node.is_in_group("units"):
|
|
if not node.unit_died.is_connected(_on_unit_died):
|
|
node.unit_died.connect(_on_unit_died)
|
|
|
|
|
|
func _on_unit_died(unit: Unit) -> void:
|
|
if _selected_unit == unit:
|
|
_selected_unit = null
|
|
_moving = false
|
|
|
|
|
|
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)
|
|
|
|
|
|
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()
|
|
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
if not _selected_unit or not _selected_unit.is_alive():
|
|
return
|
|
|
|
if _moving:
|
|
var remaining := _target_pos - _selected_unit.position
|
|
var step := SPEED * delta
|
|
|
|
if remaining.length() <= step:
|
|
_selected_unit.position = _target_pos
|
|
_moving = false
|
|
else:
|
|
_selected_unit.position += remaining.normalized() * step
|
|
return
|
|
|
|
if _selected_unit.position != _goal_pos:
|
|
var diff := _goal_pos - _selected_unit.position
|
|
var dir: Vector2
|
|
if absf(diff.x) >= absf(diff.y):
|
|
dir = Vector2(signf(diff.x), 0)
|
|
else:
|
|
dir = Vector2(0, signf(diff.y))
|
|
|
|
var next_pos := _selected_unit.position + dir * dl_map.TILE_SIZE
|
|
var grid_coords := dl_map.world_to_coords(next_pos)
|
|
if dl_map.is_wall(grid_coords):
|
|
_goal_pos = _selected_unit.position
|
|
return
|
|
|
|
_target_pos = next_pos
|
|
_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)
|
|
_selected_unit = unit
|
|
_selected_unit.set_selected(true)
|
|
_goal_pos = _selected_unit.position
|
|
_target_pos = _selected_unit.position
|
|
_moving = false
|
|
|
|
|
|
func _get_unit_at(world_pos: Vector2) -> Unit:
|
|
var snapped := dl_map.snap_to_grid(world_pos)
|
|
for unit: Unit in get_tree().get_nodes_in_group("units"):
|
|
if not unit.is_alive():
|
|
continue
|
|
var unit_snapped := dl_map.snap_to_grid(unit.global_position)
|
|
if unit_snapped == snapped:
|
|
return unit
|
|
return null
|