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