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master
Author | SHA1 | Date | |
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e54215423d | ||
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84b908ef51 | ||
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c078204e60 |
@@ -5,7 +5,11 @@ 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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[Export] public float MaxSpeed = 400.0f;
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[Export] public float SprintMultiplier = 1.8f; // 80% faster when sprinting
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[Export] public float Acceleration = 1500.0f;
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[Export] public float SprintAcceleration = 1800.0f; // Slightly faster acceleration when sprinting
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[Export] public float Deceleration = 1200.0f;
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[Export] public float RotationSpeed = 3.0f;
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public override void _Process(double delta)
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@@ -20,10 +24,43 @@ public partial class Player : CharacterBody2D
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{
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// Get movement input
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var moveForward = Input.GetActionStrength("move_up") - Input.GetActionStrength("move_down");
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var moveHorizontal = Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left");
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var isSprinting = Input.IsActionPressed("move_sprint");
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// Calculate movement direction based on rotation
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Velocity = Vector2.Right.Rotated(Rotation) * moveForward * Speed;
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// Calculate movement parameters based on sprint state
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var currentMaxSpeed = isSprinting ? MaxSpeed * SprintMultiplier : MaxSpeed;
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var currentAcceleration = isSprinting ? SprintAcceleration : Acceleration;
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// Calculate desired movement direction
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var forwardVector = Vector2.Right.Rotated(Rotation);
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var rightVector = new Vector2(-forwardVector.Y, forwardVector.X);
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// Calculate target velocity based on input
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var targetVelocity = (forwardVector * moveForward + rightVector * moveHorizontal).Normalized() * currentMaxSpeed;
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// Apply acceleration or deceleration
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var currentSpeed = Velocity.Length();
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var isAccelerating = targetVelocity != Vector2.Zero;
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if (isAccelerating)
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{
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// Accelerate towards target velocity
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Velocity = Velocity.MoveToward(targetVelocity, (float)(currentAcceleration * delta));
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}
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else
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{
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// Apply deceleration when no input
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if (currentSpeed > 0)
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{
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var decelAmount = (float)(Deceleration * delta);
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if (currentSpeed <= decelAmount)
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Velocity = Vector2.Zero;
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else
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Velocity = Velocity.Normalized() * (currentSpeed - decelAmount);
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}
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}
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// Apply the movement
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MoveAndSlide();
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}
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}
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@@ -1,31 +1,68 @@
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#nullable enable
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using System;
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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 enum GridLayer
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{
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Ground, // Base layer (e.g., terrain, floors)
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Building, // Main building layer
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Decoration // Additional layer for decorations, effects, etc.
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}
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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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private Dictionary<GridLayer, Dictionary<Vector2I, Node2D>> _layers = new();
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public bool IsCellFree(Vector2I cell)
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public GridManager()
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{
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return !_grid.ContainsKey(cell);
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// Initialize all layers
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foreach (GridLayer layer in Enum.GetValues(typeof(GridLayer)))
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{
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_layers[layer] = new Dictionary<Vector2I, Node2D>();
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}
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}
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public void OccupyCell(Vector2I cell, Node2D building)
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public bool IsCellFree(Vector2I cell, GridLayer layer = GridLayer.Building)
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{
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_grid[cell] = building;
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return !_layers[layer].ContainsKey(cell);
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}
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public void FreeCell(Vector2I cell)
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public void OccupyCell(Vector2I cell, Node2D building, GridLayer layer = GridLayer.Building)
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{
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_grid.Remove(cell);
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_layers[layer][cell] = building;
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}
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public Node2D? GetBuildingAtCell(Vector2I cell)
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public void FreeCell(Vector2I cell, GridLayer layer = GridLayer.Building)
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{
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return _grid.GetValueOrDefault(cell);
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if (_layers[layer].ContainsKey(cell))
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_layers[layer].Remove(cell);
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}
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public Node2D? GetBuildingAtCell(Vector2I cell, GridLayer layer = GridLayer.Building)
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{
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return _layers[layer].GetValueOrDefault(cell);
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}
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public bool IsAnyCellOccupied(Vector2I cell, params GridLayer[] layers)
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{
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if (layers.Length == 0)
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{
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// Check all layers if none specified
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foreach (var layer in _layers.Values)
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{
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if (layer.ContainsKey(cell)) return true;
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}
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return false;
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}
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foreach (var layer in layers)
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{
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if (_layers[layer].ContainsKey(cell)) return true;
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}
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return false;
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}
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}
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@@ -1,3 +1,4 @@
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using System;
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using AceFieldNewHorizon.Scripts.Tiles;
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using Godot;
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@@ -8,14 +9,16 @@ public partial class PlacementManager : Node2D
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[Export] public GridManager Grid { get; set; }
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[Export] public BuildingRegistry Registry { get; set; }
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private string _currentBuildingId = "miner";
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private string _currentBuildingId = "wall";
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private GridLayer _currentLayer = GridLayer.Building; // Default layer
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private Vector2I _hoveredCell;
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private BaseTile _ghostBuilding;
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public void SetCurrentBuilding(string buildingId)
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private float _currentRotation = 0f;
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public void SetCurrentBuilding(string buildingId, GridLayer layer = GridLayer.Building)
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{
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_currentBuildingId = buildingId;
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_currentLayer = layer;
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// Replace ghost immediately
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if (_ghostBuilding == null) return;
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@@ -23,19 +26,48 @@ public partial class PlacementManager : Node2D
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_ghostBuilding = null;
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}
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public void SetCurrentLayer(GridLayer layer)
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{
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_currentLayer = layer;
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// Update ghost building if needed
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if (_ghostBuilding != null)
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{
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_ghostBuilding.QueueFree();
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_ghostBuilding = null;
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}
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}
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private void RotateGhost(bool reverse = false)
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{
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if (_ghostBuilding == null) return;
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if (reverse)
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_currentRotation = (_currentRotation - 90f) % 360f;
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else
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_currentRotation = (_currentRotation + 90f) % 360f;
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_ghostBuilding.RotationDegrees = _currentRotation;
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}
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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 (Input.IsActionJustPressed("rotate_tile_reverse"))
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RotateGhost(reverse: true);
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else if (Input.IsActionJustPressed("rotate_tile"))
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RotateGhost();
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if (_ghostBuilding == null)
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{
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var scene = Registry.GetBuilding(_currentBuildingId)?.Scene;
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if (scene == null) return;
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_ghostBuilding = (BaseTile)scene.Instantiate();
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_ghostBuilding.SetGhostMode(true);
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_ghostBuilding.RotationDegrees = _currentRotation;
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_ghostBuilding.ZAsRelative = false;
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_ghostBuilding.ZIndex = (int)_currentLayer; // Use layer as Z-index
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AddChild(_ghostBuilding);
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}
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@@ -48,12 +80,14 @@ public partial class PlacementManager : Node2D
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Position = centerPos,
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CollideWithBodies = true,
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CollideWithAreas = true,
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CollisionMask = uint.MaxValue // check against all layers/masks
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// Exclude = new Godot.Collections.Array<Rid>() // optional, see below
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CollisionMask = uint.MaxValue
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};
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var collision = spaceState.IntersectPoint(query, 8);
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var canPlace = Grid.IsCellFree(_hoveredCell) && collision.Count == 0;
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// Check if the current cell is free in the current layer
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var canPlace = Grid.IsCellFree(_hoveredCell, _currentLayer) &&
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!Grid.IsAnyCellOccupied(_hoveredCell, GetBlockingLayers());
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_ghostBuilding.Position = placementPos;
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_ghostBuilding.SetGhostMode(canPlace);
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@@ -63,27 +97,45 @@ public partial class PlacementManager : Node2D
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{
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var scene = Registry.GetBuilding(_currentBuildingId)?.Scene;
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if (scene == null) return;
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_ghostBuilding.FinalizePlacement();
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_ghostBuilding.RotationDegrees = _currentRotation;
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_ghostBuilding.ZIndex = (int)_currentLayer;
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var buildingData = Registry.GetBuilding(_currentBuildingId);
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Grid.OccupyCell(_hoveredCell, _ghostBuilding);
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Grid.OccupyCell(_hoveredCell, _ghostBuilding, _currentLayer);
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if (buildingData is { BuildTime: > 0f })
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_ghostBuilding.StartConstruction(buildingData.BuildTime);
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// Create new ghost for next placement
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_ghostBuilding = (BaseTile)scene.Instantiate();
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_ghostBuilding.SetGhostMode(true);
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_ghostBuilding.RotationDegrees = _currentRotation;
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_ghostBuilding.ZAsRelative = false;
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_ghostBuilding.ZIndex = (int)_currentLayer;
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AddChild(_ghostBuilding);
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}
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if (Input.IsActionPressed("destroy_tile") && !Grid.IsCellFree(_hoveredCell))
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if (Input.IsActionPressed("destroy_tile") && !Grid.IsCellFree(_hoveredCell, _currentLayer))
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{
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// Right click to destroy
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var building = Grid.GetBuildingAtCell(_hoveredCell);
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// Right click to destroy from current layer
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var building = Grid.GetBuildingAtCell(_hoveredCell, _currentLayer);
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if (building == null) return;
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building.QueueFree();
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Grid.FreeCell(_hoveredCell);
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Grid.FreeCell(_hoveredCell, _currentLayer);
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}
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}
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// Define which layers should block placement
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private GridLayer[] GetBlockingLayers()
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{
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return _currentLayer switch
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{
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GridLayer.Ground => new[] { GridLayer.Ground },
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GridLayer.Building => new[] { GridLayer.Ground, GridLayer.Building },
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GridLayer.Decoration => new[] { GridLayer.Ground, GridLayer.Building, GridLayer.Decoration },
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_ => []
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};
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}
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}
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@@ -55,6 +55,21 @@ destroy_tile={
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":2,"position":Vector2(481, 42),"global_position":Vector2(500, 138),"factor":1.0,"button_index":2,"canceled":false,"pressed":true,"double_click":false,"script":null)
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]
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}
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rotate_tile={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":79,"key_label":0,"unicode":111,"location":0,"echo":false,"script":null)
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]
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}
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rotate_tile_reverse={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":79,"key_label":0,"unicode":79,"location":0,"echo":false,"script":null)
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]
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}
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move_sprint={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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[rendering]
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Reference in New Issue
Block a user