Building placement and deletion!

master 1.0(MVP)
Luke Hubmayer-Werner 2020-04-21 03:11:34 +09:30
parent b92a6a0611
commit 811c26d287
2 changed files with 56 additions and 7 deletions

60
Main.gd
View File

@ -69,13 +69,29 @@ func game_over():
map = null
const FLOOR = 1
var belt_dirs = [ # v2 is widebelt second tile offset
{v=Vector2(1, 0), v2=Vector2(0,1), fx=false, fy=false, t=false},
{v=Vector2(0, 1), v2=Vector2(1,0), fx=true, fy=false, t=true},
{v=Vector2(-1,0), v2=Vector2(0,1), fx=true, fy=true, t=false},
{v=Vector2(0,-1), v2=Vector2(1,0), fx=false, fy=true, t=true}
]
var cursor_sprites = [
null,
load('res://assets/sprites/belt.tres'),
load('res://assets/sprites/channel.tres'),
load('res://assets/sprites/2x2belt.tres'),
load('res://assets/sprites/smelter.tres'),
load('res://assets/sprites/forge.tres'),
load('res://assets/sprites/lathe.tres'),
load('res://assets/sprites/welder.tres'),
]
var machines = {
4: load('res://machines/Smelter.tscn'),
5: load('res://machines/Forge.tscn'),
6: load('res://machines/Lathe.tscn'),
7: load('res://machines/Welder.tscn')
}
func _input(event):
var belt_dirs = [ # v2 is widebelt second tile offset
{v=Vector2(1, 0), v2=Vector2(0,1), fx=false, fy=false, t=false},
{v=Vector2(0, 1), v2=Vector2(1,0), fx=true, fy=false, t=true},
{v=Vector2(-1,0), v2=Vector2(0,1), fx=true, fy=true, t=false},
{v=Vector2(0,-1), v2=Vector2(1,0), fx=false, fy=true, t=true}
]
if not map:
return
var Tiles: TileMap = map.get_node("TileMap")
@ -113,5 +129,35 @@ func _input(event):
if Tiles.get_cellv(grid_index + offset) == FLOOR:
BeltTiles.set_cellv(grid_index + offset, -1)
else:
pass
if event is InputEventMouseButton:
if event.button_mask & BUTTON_MASK_LEFT:
var px_size = cursor_sprites[p1_selection].get_size()
var cell_size = px_size / 8
for i in cell_size.x:
for j in cell_size.y:
if not check_tile_buildable(grid_index + Vector2(i, j)):
return
var target_rect = Rect2(pos, px_size)
for machine in map.get_node("Machines").get_children():
if target_rect.intersects(machine.get_global_rect()):
return false # Check if any overlap
var machine = machines[p1_selection].instance()
machine.position = pos + px_size/2
map.get_node("Machines").add_child(machine)
elif event.button_mask & BUTTON_MASK_RIGHT:
# Delete a machine underneath, but only if it has never worked
for machine in map.get_node("Machines").get_children():
if machine.get_global_rect().has_point(event.position):
if not machine.was_started:
map.get_node("Machines").remove_child(machine)
machine.queue_free()
return false
func check_tile_buildable(grid_index):
if not map:
return
var Tiles: TileMap = map.get_node("TileMap")
if Tiles.get_cellv(grid_index) != FLOOR:
return false
return true

View File

@ -26,6 +26,9 @@ func get_belt_direction(tx, ty):
var tp = beltmap.is_cell_transposed(tx, ty)
return int(tp) + int(xflip)*2
func get_global_rect():
return Rect2(to_global(rect.position), rect.size)
onready var recipe = Constants.RECIPES[machine_type]
func _ready():
var top_left_corner_tile = position - Vector2(width/2-4, height/2-4)