78 lines
2.2 KiB
GDScript
78 lines
2.2 KiB
GDScript
extends Node2D
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var currentSpawnableScene : PackedScene = null
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var currentStateIcon : Texture2D = null
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var spawnedMonsters : Array = []
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@onready var menuZone : Control = $Camera2D/CanvasLayer/PlayerUI.menuZone
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@onready var enemy : CharacterBody2D = $"../Enemy"
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@onready var playableArea : Area2D = $"../PlayableArea"
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@onready var cursorState : Node2D = $CursorState
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var isInPlayableArea : bool = false
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func _ready():
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playableArea.mouse_entered.connect(entered_playable_area)
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playableArea.mouse_exited.connect(exited_playable_area)
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func _process(delta):
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handle_menu_inputs()
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handle_spawn()
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handle_cursor_state()
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func add_monster(monster : TemplateSpawnable):
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spawnedMonsters.append(monster)
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func remove_monster(monster : TemplateSpawnable):
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spawnedMonsters.erase(monster)
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func entered_playable_area():
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cursorState.set_cursor_state("", currentStateIcon)
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isInPlayableArea = true
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func exited_playable_area():
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cursorState.set_cursor_state("out of bounds", null)
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isInPlayableArea = false
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func handle_menu_inputs():
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if Input.is_action_just_pressed("fullscreen_toggle"):
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if get_window().mode == Window.MODE_EXCLUSIVE_FULLSCREEN:
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get_window().mode = Window.MODE_WINDOWED
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else:
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get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN
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if Input.is_action_just_pressed("quit_game"):
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get_tree().quit()
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func handle_spawn():
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if Input.is_action_just_pressed("place_spawnable"):
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spawn_current()
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func handle_cursor_state():
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cursorState.visible = !is_in_menu()
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cursorState.global_position = get_global_mouse_position()
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func spawn_current():
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if !isInPlayableArea || is_in_menu() || currentSpawnableScene == null:
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return
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var spawnable = currentSpawnableScene.instantiate()
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spawnable.global_position = get_global_mouse_position()
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$"..".add_child(spawnable)
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if enemy != null:
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enemy.add_foe(spawnable)
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func is_in_menu():
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return menuZone.get_rect().has_point(get_local_mouse_position())
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func _on_player_ui_button_changed(currentButton):
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if currentButton == null:
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currentSpawnableScene = null
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currentStateIcon = null
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cursorState.set_cursor_state("", null)
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return
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currentStateIcon = currentButton.spawnableIcon
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currentSpawnableScene = currentButton.spawnableScene
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cursorState.set_cursor_state("", currentStateIcon)
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