diff --git a/.idea/.idea.AceField New Horizon/.idea/vcs.xml b/.idea/.idea.AceField New Horizon/.idea/vcs.xml new file mode 100644 index 0000000..94a25f7 --- /dev/null +++ b/.idea/.idea.AceField New Horizon/.idea/vcs.xml @@ -0,0 +1,6 @@ + + + + + + \ No newline at end of file diff --git a/Scenes/Root.tscn b/Scenes/Root.tscn index ec9820e..6fe2e0d 100644 --- a/Scenes/Root.tscn +++ b/Scenes/Root.tscn @@ -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) diff --git a/Scripts/System/PlacementManager.cs b/Scripts/System/PlacementManager.cs index 810c05e..b3275d4 100644 --- a/Scripts/System/PlacementManager.cs +++ b/Scripts/System/PlacementManager.cs @@ -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() // 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(); diff --git a/Scripts/Tiles/BaseTile.cs b/Scripts/Tiles/BaseTile.cs index 915c330..06df515 100644 --- a/Scripts/Tiles/BaseTile.cs +++ b/Scripts/Tiles/BaseTile.cs @@ -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"); - Sprite = GetNode("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"); + _sprite = GetNodeOrNull("Sprite2D"); + } + + /// + /// Switch between ghost and placed mode. + /// + /// If in ghost mode, true = green, false = red. If placed, always white. + 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 + } + } + + /// + /// Call when placement is finalized. + /// + public void FinalizePlacement() + { + if (_collisionShape != null) + _collisionShape.Disabled = false; + + if (_sprite != null) + _sprite.Modulate = Colors.White; // reset to normal } } } \ No newline at end of file diff --git a/project.godot b/project.godot index 62a8eeb..f7e292b 100644 --- a/project.godot +++ b/project.godot @@ -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"