JHRGB/Map.gd
2023-12-06 13:12:33 +00:00

71 lines
2.3 KiB
GDScript

extends Node2D
var mouse_down_position = Vector2()
func _unhandled_input(event):
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
# Record the position where the mouse was pressed down
mouse_down_position = get_global_mouse_position()
else:
# Handle mouse button release
var pos = get_global_mouse_position()
var vol = pos - mouse_down_position
spawn(mouse_down_position,vol)
func spawn(pos,vol):
var r=int($"../ScreenOverlay/HUD/HBoxContainer/Colors/Red".text)
var g=int($"../ScreenOverlay/HUD/HBoxContainer/Colors/Green".text)
var b=int($"../ScreenOverlay/HUD/HBoxContainer/Colors/Blue".text)
if r+g+b>0:
spawm_pool(pos,r,g,b)
else:
spawn_player(pos,vol)
func spawm_pool(pos,red,green,blue):
var new_pool: Pool = load("res://pool.tscn").instantiate()
new_pool.position = pos
new_pool.mana_r=red
new_pool.mana_g=green
new_pool.mana_b=blue
new_pool.get_node("CollisionShape2D2").disabled=true;
#new_pool.get_node("StaticBody2D/CollisionShape2D2").set_deferred("disabled", true)
get_tree().root.get_node("Sim/Map").call_deferred("add_child",new_pool)
func spawn_player(pos,vol):
var new_player = load("res://player.tscn").instantiate()
new_player.position = pos
new_player.apply_impulse(vol)
# Prepare the shape query parameters
var query_parameters = PhysicsShapeQueryParameters2D.new()
var collision_shape = new_player.get_node("CollisionShape2D").shape
query_parameters.set_shape(collision_shape)
query_parameters.set_transform(Transform2D(0, pos))
query_parameters.set_collision_mask(1)
# Get the Physics2DDirectSpaceState for collision checking
var space_state = get_world_2d().direct_space_state
# Check for collision
var collision_results = space_state.intersect_shape(query_parameters)
if collision_results.size() == 0:
# No collision, safe to add child
add_child(new_player)
else:
for collision in collision_results:
#print
if collision.collider.get_parent() is Pool:
new_player.queue_free()
collision.collider.get_parent()._on_decay_timer_timeout()
return
var marker = Sprite2D.new()
marker.position = new_player.position
marker.scale=Vector2(0.1,0.1)
marker.texture = load("res://images/crosshair.png")
add_child(marker)
new_player.queue_free()