🎉 Initial Commit

 Grid system, player movement etc
This commit is contained in:
2025-08-26 18:36:50 +08:00
commit 31723217ea
31 changed files with 453 additions and 0 deletions

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using AceFieldNewHorizon.Scripts.Tiles;
using Godot;
namespace AceFieldNewHorizon.Scripts.System;
public partial class PlacementManager : Node2D
{
[Export] public PackedScene BuildingScene { get; set; }
[Export] public GridManager Grid { get; set; }
private Vector2I _hoveredCell;
private BaseTile _ghostBuilding;
public override void _Process(double delta)
{
// Snap mouse to grid
var mousePos = GetGlobalMousePosition();
_hoveredCell = GridUtils.WorldToGrid(mousePos);
if (_ghostBuilding == null)
{
_ghostBuilding = (BaseTile)BuildingScene.Instantiate();
_ghostBuilding.SetGhostMode(true);
AddChild(_ghostBuilding);
}
_ghostBuilding.Position = GridUtils.GridToWorld(_hoveredCell);
_ghostBuilding.SetGhostMode(true);
// Left click to place
if (!Input.IsActionPressed("build_tile") || !Grid.IsCellFree(_hoveredCell)) return;
_ghostBuilding.SetGhostMode(false);
Grid.OccupyCell(_hoveredCell, _ghostBuilding);
_ghostBuilding = (BaseTile)BuildingScene.Instantiate();
_ghostBuilding.SetGhostMode(true);
AddChild(_ghostBuilding);
}
}