177 lines
6.2 KiB
GDScript
177 lines
6.2 KiB
GDScript
extends Node2D
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var mouse_down_position = Vector2()
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func _unhandled_input(event):
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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# Record the position where the mouse was pressed down
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mouse_down_position = get_global_mouse_position()
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else:
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# Handle mouse button release
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var pos = get_global_mouse_position()
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var vol = pos - mouse_down_position
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spawn(mouse_down_position,vol)
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func spawn(pos,vol):
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var tool=$"../ScreenOverlay/HUD/HBoxContainer/ToolSelect".get_selected()
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if tool.name=="Create Player":
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spawn_player(pos,vol)
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if tool.name=="Create Pool":
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var r=int(tool.get_node("Red").text)
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var g=int(tool.get_node("Green").text)
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var b=int(tool.get_node("Blue").text)
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if r+g+b>0:
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spawm_pool(pos,r,g,b)
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if tool.name=="Paste":
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var filename="user://saves/"+tool.get_item_text(tool.get_selected_id())
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get_tree().root.get_node("Sim/Map").paste_map(filename,pos)
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if tool.name=="Create Pool Circle":
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var r=int(tool.get_node("Red").text)
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var g=int(tool.get_node("Green").text)
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var b=int(tool.get_node("Blue").text)
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var rad=int(tool.get_node("Radius").text)
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var cnt=int(tool.get_node("Count").text)
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if r+g+b>0:
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spawn_pool_circle(pos,rad,cnt,r,g,b)
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if tool.name=="Delete":
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var space_state = get_world_2d().direct_space_state
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var query_params = PhysicsPointQueryParameters2D.new()
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query_params.position = pos
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query_params.collide_with_areas = true # Set to false if you only want to check collision with bodies
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query_params.collide_with_bodies = true # Set to false if you only want to check collision with areas
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query_params.collision_mask = 0b1111111111111111 # Adjust as needed
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var results = space_state.intersect_point(query_params, 32) # Adjust max_results as needed
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for result in results:
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result.collider.queue_free()
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func spawm_pool(pos,red,green,blue):
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var new_pool: Pool = load("res://pool.tscn").instantiate()
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new_pool.position = pos
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new_pool.mana_r=red
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new_pool.mana_g=green
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new_pool.mana_b=blue
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new_pool.get_node("CollisionShape2D2").disabled=true;
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#new_pool.get_node("StaticBody2D/CollisionShape2D2").set_deferred("disabled", true)
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get_tree().root.get_node("Sim/Map").call_deferred("add_child",new_pool)
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func spawn_player(pos,vol):
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var new_player = load("res://player.tscn").instantiate()
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new_player.position = pos
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new_player.apply_impulse(vol)
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# Prepare the shape query parameters
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var query_parameters = PhysicsShapeQueryParameters2D.new()
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var collision_shape = new_player.get_node("CollisionShape2D").shape
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query_parameters.set_shape(collision_shape)
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query_parameters.set_transform(Transform2D(0, pos))
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query_parameters.set_collision_mask(1)
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# Get the Physics2DDirectSpaceState for collision checking
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var space_state = get_world_2d().direct_space_state
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# Check for collision
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var collision_results = space_state.intersect_shape(query_parameters)
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if collision_results.size() == 0:
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# No collision, safe to add child
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add_child(new_player)
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else:
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for collision in collision_results:
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#print
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if collision.collider.get_parent() is Pool:
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new_player.queue_free()
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collision.collider.get_parent()._on_decay_timer_timeout()
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return
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var marker = Sprite2D.new()
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marker.position = new_player.position
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marker.scale=Vector2(0.1,0.1)
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marker.texture = load("res://images/crosshair.png")
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add_child(marker)
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new_player.queue_free()
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func spawn_pool_circle(pos: Vector2, radius, count, r,g,b):
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for n in range(1,count+1):
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var new_pool: Pool = load("res://pool.tscn").instantiate()
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var t=(float(n)/count)*3.141*2
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new_pool.position = pos + (Vector2(sin(t),cos(t))*radius)
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new_pool.mana_r=r
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new_pool.mana_g=g
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new_pool.mana_b=b
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new_pool.get_node("CollisionShape2D2").disabled=true;
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add_child(new_pool)
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func paste_map(filename,offset):
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print("paste:", filename)
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if not FileAccess.file_exists(filename):
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return # Error! We don't have a save to load.
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# Load the file line by line and process
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var save_game = FileAccess.open(filename, FileAccess.READ)
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while save_game.get_position() < save_game.get_length():
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var json_string = save_game.get_line()
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# Creates the helper class to interact with JSON
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var json = JSON.new()
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# Check if there is any error while parsing the JSON string, skip in case of failure
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var parse_result = json.parse(json_string)
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if not parse_result == OK:
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print("JSON Parse Error: ", json.get_error_message(), " in ", json_string, " at line ", json.get_error_line())
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continue
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# Get the data from the JSON object
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var node_data = json.get_data()
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# Firstly, we need to create the object and add it to the tree and set its position.
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var new_object = load(node_data["filename"]).instantiate()
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# Check the node has a load function.
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if !new_object.has_method("load_data"):
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print("persistent node '%s' is missing a load_data() function, skipped" % new_object.name)
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new_object.queue_free()
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continue
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new_object.load_data(node_data)
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new_object.position+=offset
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add_child(new_object)
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func load_map(filename):
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print("load:", filename)
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if not FileAccess.file_exists(filename):
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return # Error! We don't have a save to load.
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# deleting saveable objects.
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var save_nodes = get_tree().get_nodes_in_group("Persist")
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for i in save_nodes:
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i.queue_free()
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# Load the file line by line and process
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var save_game = FileAccess.open(filename, FileAccess.READ)
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while save_game.get_position() < save_game.get_length():
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var json_string = save_game.get_line()
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# Creates the helper class to interact with JSON
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var json = JSON.new()
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# Check if there is any error while parsing the JSON string, skip in case of failure
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var parse_result = json.parse(json_string)
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if not parse_result == OK:
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print("JSON Parse Error: ", json.get_error_message(), " in ", json_string, " at line ", json.get_error_line())
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continue
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# Get the data from the JSON object
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var node_data = json.get_data()
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# Firstly, we need to create the object and add it to the tree and set its position.
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var new_object = load(node_data["filename"]).instantiate()
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# Check the node has a load function.
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if !new_object.has_method("load_data"):
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print("persistent node '%s' is missing a load_data() function, skipped" % new_object.name)
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new_object.queue_free()
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continue
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new_object.load_data(node_data)
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add_child(new_object)
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