Files
MaidEngine/nodes/player_controller.gd
2026-04-02 08:29:24 -04:00

85 lines
2.3 KiB
GDScript

class_name PlayerController extends Node
const SPEED = 192.0
@export var dl_map: CombatMap
signal combat_requested(attacker: Unit, defender: Unit)
var _selected_unit: Unit = null
var _target_pos: Vector2
var _goal_pos: Vector2
var _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)
if clicked_unit:
if _selected_unit and clicked_unit != _selected_unit:
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 _physics_process(delta: float) -> void:
if not _selected_unit:
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 _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"):
var unit_snapped := dl_map.snap_to_grid(unit.global_position)
if unit_snapped == snapped:
return unit
return null