🎉 Initial Commit
✨ Grid system, player movement etc
This commit is contained in:
26
Scripts/Entities/Player.cs
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26
Scripts/Entities/Player.cs
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using System;
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using Godot;
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namespace AceFieldNewHorizon.Scripts.Entities;
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public partial class Player : CharacterBody2D
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{
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[Export] public float Speed = 400.0f;
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public override void _Process(double delta)
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{
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// Get direction to mouse and calculate angle
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var mousePos = GetGlobalMousePosition();
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var direction = GlobalPosition.DirectionTo(mousePos);
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Rotation = direction.Angle() + (float)Math.PI / 2;
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}
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public override void _PhysicsProcess(double delta)
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{
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// Get movement input
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var inputDirection = Input.GetVector("move_left", "move_right", "move_up", "move_down");
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Velocity = inputDirection * Speed;
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MoveAndSlide();
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}
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}
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1
Scripts/Entities/Player.cs.uid
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1
Scripts/Entities/Player.cs.uid
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uid://dgm1o21sv2o1x
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45
Scripts/System/GridManager.cs
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45
Scripts/System/GridManager.cs
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using System.Collections.Generic;
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using Godot;
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namespace AceFieldNewHorizon.Scripts.System;
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public partial class GridManager : Node
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{
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private Dictionary<Vector2I, Node2D> _grid = new();
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public bool IsCellFree(Vector2I cell)
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{
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return !_grid.ContainsKey(cell);
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}
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public void OccupyCell(Vector2I cell, Node2D building)
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{
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_grid[cell] = building;
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}
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public void FreeCell(Vector2I cell)
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{
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_grid.Remove(cell);
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}
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}
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public static class GridUtils
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{
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public const int TileSize = 54;
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public static Vector2I WorldToGrid(Vector2 pos)
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{
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return new Vector2I(
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Mathf.FloorToInt(pos.X / TileSize),
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Mathf.FloorToInt(pos.Y / TileSize)
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);
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}
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public static Vector2 GridToWorld(Vector2I cell)
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{
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return new Vector2(
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cell.X * TileSize,
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cell.Y * TileSize
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);
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}
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}
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1
Scripts/System/GridManager.cs.uid
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1
Scripts/System/GridManager.cs.uid
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uid://cudpc3w17mbsw
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40
Scripts/System/PlacementManager.cs
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40
Scripts/System/PlacementManager.cs
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using AceFieldNewHorizon.Scripts.Tiles;
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using Godot;
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namespace AceFieldNewHorizon.Scripts.System;
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public partial class PlacementManager : Node2D
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{
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[Export] public PackedScene BuildingScene { get; set; }
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[Export] public GridManager Grid { get; set; }
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private Vector2I _hoveredCell;
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private BaseTile _ghostBuilding;
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public override void _Process(double delta)
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{
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// Snap mouse to grid
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var mousePos = GetGlobalMousePosition();
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_hoveredCell = GridUtils.WorldToGrid(mousePos);
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if (_ghostBuilding == null)
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{
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_ghostBuilding = (BaseTile)BuildingScene.Instantiate();
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_ghostBuilding.SetGhostMode(true);
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AddChild(_ghostBuilding);
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}
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_ghostBuilding.Position = GridUtils.GridToWorld(_hoveredCell);
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_ghostBuilding.SetGhostMode(true);
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// Left click to place
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if (!Input.IsActionPressed("build_tile") || !Grid.IsCellFree(_hoveredCell)) return;
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_ghostBuilding.SetGhostMode(false);
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Grid.OccupyCell(_hoveredCell, _ghostBuilding);
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_ghostBuilding = (BaseTile)BuildingScene.Instantiate();
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_ghostBuilding.SetGhostMode(true);
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AddChild(_ghostBuilding);
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}
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}
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1
Scripts/System/PlacementManager.cs.uid
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1
Scripts/System/PlacementManager.cs.uid
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uid://bx1wj7gn6vrqe
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30
Scripts/Tiles/BaseTile.cs
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30
Scripts/Tiles/BaseTile.cs
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using Godot;
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namespace AceFieldNewHorizon.Scripts.Tiles;
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public partial class BaseTile : Node2D
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{
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protected CollisionShape2D CollisionShape;
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protected Sprite2D Sprite;
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public override void _Ready()
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{
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// Get references (optional: you can also Export and assign in editor)
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CollisionShape = GetNode<CollisionShape2D>("CollisionShape2D");
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Sprite = GetNode<Sprite2D>("Sprite2D");
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}
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public void SetGhostMode(bool ghost)
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{
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if (CollisionShape != null)
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CollisionShape.Disabled = ghost;
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if (Sprite != null)
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{
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if (ghost)
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Sprite.Modulate = new Color(1, 1, 1, 0.5f); // semi-transparent
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else
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Sprite.Modulate = Colors.White;
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}
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}
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}
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1
Scripts/Tiles/BaseTile.cs.uid
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1
Scripts/Tiles/BaseTile.cs.uid
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uid://clw4adumlgw43
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8
Scripts/Tiles/WallTile.cs
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8
Scripts/Tiles/WallTile.cs
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using Godot;
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namespace AceFieldNewHorizon.Scripts.Tiles;
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public partial class WallTile : BaseTile
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{
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}
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1
Scripts/Tiles/WallTile.cs.uid
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1
Scripts/Tiles/WallTile.cs.uid
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uid://cywgb6hvlw8lr
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