Placement check with collision

This commit is contained in:
2025-08-26 22:10:13 +08:00
parent 31723217ea
commit 44cd74b07c
5 changed files with 67 additions and 26 deletions

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@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" />
</component>
</project>

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@@ -19,4 +19,4 @@ Grid = NodePath("../GridSystem")
[node name="Player" parent="." instance=ExtResource("3_oss8w")]
position = Vector2(602, 324)
scale = Vector2(0.5, 0.5)
scale = Vector2(0.35, 0.35)

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@@ -24,13 +24,29 @@ public partial class PlacementManager : Node2D
AddChild(_ghostBuilding);
}
_ghostBuilding.Position = GridUtils.GridToWorld(_hoveredCell);
_ghostBuilding.SetGhostMode(true);
var placementPos = GridUtils.GridToWorld(_hoveredCell);
var spaceState = GetWorld2D().DirectSpaceState;
var centerPos = placementPos + new Vector2(GridUtils.TileSize / 2f, GridUtils.TileSize / 2f);
var query = new PhysicsPointQueryParameters2D
{
Position = centerPos,
CollideWithBodies = true,
CollideWithAreas = true,
CollisionMask = uint.MaxValue // check against all layers/masks
// Exclude = new Godot.Collections.Array<Rid>() // optional, see below
};
var collision = spaceState.IntersectPoint(query, 8);
var canPlace = Grid.IsCellFree(_hoveredCell) && collision.Count == 0;
_ghostBuilding.Position = placementPos;
_ghostBuilding.SetGhostMode(canPlace);
// Left click to place
if (!Input.IsActionPressed("build_tile") || !Grid.IsCellFree(_hoveredCell)) return;
if (!Input.IsActionPressed("build_tile") || !canPlace) return;
_ghostBuilding.SetGhostMode(false);
_ghostBuilding.FinalizePlacement();
Grid.OccupyCell(_hoveredCell, _ghostBuilding);
_ghostBuilding = (BaseTile)BuildingScene.Instantiate();

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@@ -1,30 +1,45 @@
using Godot;
namespace AceFieldNewHorizon.Scripts.Tiles;
public partial class BaseTile : Node2D
namespace AceFieldNewHorizon.Scripts.Tiles
{
protected CollisionShape2D CollisionShape;
protected Sprite2D Sprite;
public override void _Ready()
public partial class BaseTile : Node2D
{
// Get references (optional: you can also Export and assign in editor)
CollisionShape = GetNode<CollisionShape2D>("CollisionShape2D");
Sprite = GetNode<Sprite2D>("Sprite2D");
}
private CollisionShape2D _collisionShape;
private Sprite2D _sprite;
public void SetGhostMode(bool ghost)
{
if (CollisionShape != null)
CollisionShape.Disabled = ghost;
if (Sprite != null)
public override void _Ready()
{
if (ghost)
Sprite.Modulate = new Color(1, 1, 1, 0.5f); // semi-transparent
else
Sprite.Modulate = Colors.White;
_collisionShape = GetNodeOrNull<CollisionShape2D>("CollisionShape2D");
_sprite = GetNodeOrNull<Sprite2D>("Sprite2D");
}
/// <summary>
/// Switch between ghost and placed mode.
/// </summary>
/// <param name="canPlace">If in ghost mode, true = green, false = red. If placed, always white.</param>
public void SetGhostMode(bool canPlace)
{
if (_collisionShape != null)
_collisionShape.Disabled = true; // always disabled in ghost mode
if (_sprite != null)
{
// Ghost preview coloring
_sprite.Modulate = canPlace ? new Color(1, 1, 1, 0.2f) : // white semi-transparent
new Color(1, 0, 0, 0.2f); // red semi-transparent
}
}
/// <summary>
/// Call when placement is finalized.
/// </summary>
public void FinalizePlacement()
{
if (_collisionShape != null)
_collisionShape.Disabled = false;
if (_sprite != null)
_sprite.Modulate = Colors.White; // reset to normal
}
}
}

View File

@@ -15,6 +15,10 @@ run/main_scene="uid://c22aprj452aha"
config/features=PackedStringArray("4.4", "C#", "GL Compatibility")
config/icon="res://icon.svg"
[display]
window/stretch/mode="viewport"
[dotnet]
project/assembly_name="AceField New Horizon"