From 8ccf984de3c2044bde9b90d93a043d0e8da4a9cd Mon Sep 17 00:00:00 2001 From: Victor Turgeon Date: Sun, 11 Jun 2023 17:28:47 -0400 Subject: [PATCH] fixed building deletion --- player/player.cs | 546 ++++++++++++++++++++++++----------------------- 1 file changed, 274 insertions(+), 272 deletions(-) diff --git a/player/player.cs b/player/player.cs index 67e62c6..ac11247 100644 --- a/player/player.cs +++ b/player/player.cs @@ -3,323 +3,325 @@ using System; public partial class player : Camera3D { - private const string _path = "/root/player/"; + private const string _path = "/root/player/"; - [Export] - private Label _con; - [Export] - private Label _mousePosLabel; - [Export] - private Label _cursorPosLabel; - [Export] - private RayCast3D _cursor; - [Export] - private Node3D _cursorPoint; - private bool _mUp, _mDown, _mLeft, _mRight, _wIn, _wOut; + [Export] + private Label _con; + [Export] + private Label _mousePosLabel; + [Export] + private Label _cursorPosLabel; + [Export] + private RayCast3D _cursor; + [Export] + private Node3D _cursorPoint; + private bool _mUp, _mDown, _mLeft, _mRight, _wIn, _wOut; - private enum buildingType - { - kash, - pr, - nuke - } + private enum buildingType + { + kash, + pr, + nuke + } - [Export] - private PackedScene _kash_building; - [Export] - private PackedScene _pr_building; - [Export] - private PackedScene _nuke_building; + [Export] + private PackedScene _kash_building; + [Export] + private PackedScene _pr_building; + [Export] + private PackedScene _nuke_building; - [Export] - private TextureProgressBar _nuke, _pr, _kash; + [Export] + private TextureProgressBar _nuke, _pr, _kash; - [Export] - private Label _chatter, _timer, _pr_count, _nuke_count, _kash_count; + [Export] + private Label _chatter, _timer, _pr_count, _nuke_count, _kash_count; - [Export] - private AudioStreamPlayer _sndChtr, _sndBtn; + [Export] + private AudioStreamPlayer _sndChtr, _sndBtn; - [Export] - private Timer _tmrChtr, _tmrCashGen; + [Export] + private Timer _tmrChtr, _tmrCashGen; - [Export] - private Button _btnEnd, _btnNukes, _btnPR, _btnKashCow; + [Export] + private Button _btnEnd, _btnNukes, _btnPR, _btnKashCow; - private float Nukes { get => (float)_nuke.Value; set => _nuke.Value = value; } - private float PR { get => (float)_pr.Value; set => _pr.Value = value; } - private float Kash { get => (float)_kash.Value; set => _kash.Value = value; } - private int KashFlow { get; set; } = 1; - private int GameTime { get; set; } = 60; + private float Nukes { get => (float)_nuke.Value; set => _nuke.Value = value; } + private float PR { get => (float)_pr.Value; set => _pr.Value = value; } + private float Kash { get => (float)_kash.Value; set => _kash.Value = value; } + private int KashFlow { get; set; } = 1; + private int GameTime { get; set; } = 60; - private string Chatter - { - get => _chatter.Get("text").ToString(); set - { - if (value != "") - _sndChtr.Play(); - _chatter.Set("text", value); - _tmrChtr.Start(); - } - } + private string Chatter + { + get => _chatter.Get("text").ToString(); set + { + if (value != "") + _sndChtr.Play(); + _chatter.Set("text", value); + _tmrChtr.Start(); + } + } - public base_building CurrentBuilding { get; set; } + public base_building CurrentBuilding { get; set; } - public override void _Ready() - { - _tmrChtr.Start(); - _tmrChtr.Timeout += () => Chatter = ""; - _tmrCashGen.Timeout += MakeMoney; - _btnEnd.Pressed += () => _sndBtn.Play(); - _btnNukes.Pressed += () => HandleBtnNuke(); - _btnPR.Pressed += () => HandleBtnPR(); - _btnKashCow.Pressed += () => HandleBtnKash(); - Chatter = "The enemy is stockpiling weapons of mass destruction."; + public override void _Ready() + { + _tmrChtr.Start(); + _tmrChtr.Timeout += () => Chatter = ""; + _tmrCashGen.Timeout += MakeMoney; + _btnEnd.Pressed += () => _sndBtn.Play(); + _btnNukes.Pressed += () => HandleBtnNuke(); + _btnPR.Pressed += () => HandleBtnPR(); + _btnKashCow.Pressed += () => HandleBtnKash(); + Chatter = "The enemy is stockpiling weapons of mass destruction."; - SetBarLabels(); - } + SetBarLabels(); + } - private void UnHandBuilding() - { - if (CurrentBuilding != null) - { - GetTree().Root.RemoveChild(CurrentBuilding); - CurrentBuilding.QueueFree(); - CurrentBuilding = null; - game_manager.CurrentState = game_manager.State.Play; - } - } + private void UnHandBuilding() + { + if (CurrentBuilding != null) + { + GetParent().RemoveChild(CurrentBuilding); + CurrentBuilding.QueueFree(); + CurrentBuilding = null; + game_manager.CurrentState = game_manager.State.Play; + } + } - private void InstantiateBuilding(buildingType type) - { - PackedScene toInstantiate = null; - UnHandBuilding(); - switch (type) - { - case buildingType.kash: - toInstantiate = _kash_building; - break; - case buildingType.pr: - toInstantiate = _pr_building; - break; - case buildingType.nuke: - toInstantiate = _nuke_building; - break; - default: - toInstantiate = _kash_building; - break; - } + private void InstantiateBuilding(buildingType type) + { + PackedScene toInstantiate = null; + UnHandBuilding(); + switch (type) + { + case buildingType.kash: + toInstantiate = _kash_building; + break; + case buildingType.pr: + toInstantiate = _pr_building; + break; + case buildingType.nuke: + toInstantiate = _nuke_building; + break; + default: + toInstantiate = _kash_building; + break; + } - CurrentBuilding = toInstantiate.Instantiate(); - GetTree().Root.CallDeferred("add_child", CurrentBuilding); - game_manager.CurrentState = game_manager.State.Building; - } + CurrentBuilding = toInstantiate.Instantiate(); + this.GetParent().CallDeferred("add_child", CurrentBuilding); + game_manager.CurrentState = game_manager.State.Building; + } - private void HandleBtnNuke() - { - _sndBtn.Play(); - InstantiateBuilding(buildingType.nuke); - } - private void HandleBtnPR() - { - _sndBtn.Play(); - InstantiateBuilding(buildingType.pr); - } - private void HandleBtnKash() - { - _sndBtn.Play(); - InstantiateBuilding(buildingType.kash); - } + private void HandleBtnNuke() + { + _sndBtn.Play(); + InstantiateBuilding(buildingType.nuke); + } + private void HandleBtnPR() + { + _sndBtn.Play(); + InstantiateBuilding(buildingType.pr); + } + private void HandleBtnKash() + { + _sndBtn.Play(); + InstantiateBuilding(buildingType.kash); + } - public override void _Process(double delta) - { - Vector3 rot = this.Rotation; - bool zin = true, zout = true; + public override void _Process(double delta) + { + Vector3 rot = this.Rotation; + bool zin = true, zout = true; - if (Input.IsActionPressed("CamNorth")) - _mUp = true; - if (Input.IsActionPressed("CamSouth")) - _mDown = true; - if (Input.IsActionPressed("CamEast")) - _mRight = true; - if (Input.IsActionPressed("CamWest")) - _mLeft = true; + if (Input.IsActionPressed("CamNorth")) + _mUp = true; + if (Input.IsActionPressed("CamSouth")) + _mDown = true; + if (Input.IsActionPressed("CamEast")) + _mRight = true; + if (Input.IsActionPressed("CamWest")) + _mLeft = true; - this.Rotation -= rot; - if (this.Position.Y < 5) - zin = false; - else if (this.Position.Y > 45) - zout = false; - if (_mLeft && this.Position.X > -30) - this.Translate(new Vector3((float)-delta * 10, 0, 0)); - if (_mRight && this.Position.X < 30) - this.Translate(new Vector3((float)delta * 10, 0, 0)); - if (_mUp && this.Position.Z > -25) - this.Translate(new Vector3(0, 0, (float)-delta * 10)); - if (_mDown && this.Position.Z < 25) - this.Translate(new Vector3(0, 0, (float)delta * 10)); - this.Rotation += rot; + this.Rotation -= rot; + if (this.Position.Y < 5) + zin = false; + else if (this.Position.Y > 45) + zout = false; + if (_mLeft && this.Position.X > -30) + this.Translate(new Vector3((float)-delta * 10, 0, 0)); + if (_mRight && this.Position.X < 30) + this.Translate(new Vector3((float)delta * 10, 0, 0)); + if (_mUp && this.Position.Z > -25) + this.Translate(new Vector3(0, 0, (float)-delta * 10)); + if (_mDown && this.Position.Z < 25) + this.Translate(new Vector3(0, 0, (float)delta * 10)); + this.Rotation += rot; - if (_wIn && zin) - this.Translate(new Vector3(0, 0, (float)-delta * 10)); - if (_wOut && zout) - this.Translate(new Vector3(0, 0, (float)delta * 10)); + if (_wIn && zin) + this.Translate(new Vector3(0, 0, (float)-delta * 10)); + if (_wOut && zout) + this.Translate(new Vector3(0, 0, (float)delta * 10)); - _con.Set("text", this.Position); + _con.Set("text", this.Position); - if (_cursor != null && _cursorPoint != null) - { - //Get the collision with map and change its X and Z value to always be in the center of a tile - Vector3I collisionVector = (Vector3I)_cursor.GetCollisionPoint(); - _cursorPosLabel.Text = "Virtual Cursor Postion" + collisionVector.ToString(); - _cursorPoint.GlobalPosition = new Vector3(collisionVector.X - collisionVector.X % 2, 1.1f, collisionVector.Z - collisionVector.Z % 2); + if (_cursor != null && _cursorPoint != null) + { + //Get the collision with map and change its X and Z value to always be in the center of a tile + Vector3I collisionVector = (Vector3I)_cursor.GetCollisionPoint(); + _cursorPosLabel.Text = "Virtual Cursor Postion" + collisionVector.ToString(); + _cursorPoint.GlobalPosition = new Vector3(collisionVector.X - collisionVector.X % 2, 1.1f, collisionVector.Z - collisionVector.Z % 2); - if (game_manager.CurrentState == game_manager.State.Building) - HandleBuilding(); - } - } + if (game_manager.CurrentState == game_manager.State.Building) + HandleBuilding(); + } + } - public override void _Input(InputEvent @event) - { - _mLeft = _mRight = _mUp = _mDown = _wIn = _wOut = false; + public override void _Input(InputEvent @event) + { + _mLeft = _mRight = _mUp = _mDown = _wIn = _wOut = false; - if (@event is InputEventMouseMotion mouse) - { - Vector2 vec = mouse.Position; - if (vec.X < 5) - _mLeft = true; - else if (vec.X > 1915) - _mRight = true; - if (vec.Y < 20) - _mUp = true; - else if (vec.Y > 1060) - _mDown = true; + if (@event is InputEventMouseMotion mouse) + { + Vector2 vec = mouse.Position; + if (vec.X < 5) + _mLeft = true; + else if (vec.X > 1915) + _mRight = true; + if (vec.Y < 20) + _mUp = true; + else if (vec.Y > 1060) + _mDown = true; - _mousePosLabel.Text = "Mouse position: " + vec.ToString(); + _mousePosLabel.Text = "Mouse position: " + vec.ToString(); - _cursor.Position = new Vector3( - (vec.X - GetViewport().GetVisibleRect().Size.X / 2) * this.Position.Y / 1000, - -((vec.Y - GetViewport().GetVisibleRect().Size.Y / 2) * this.Position.Y / 1000) - , 0 - ); - } - else if (@event is InputEventMouseButton mousebtn) - { - if (mousebtn.ButtonIndex == MouseButton.WheelUp) - _wIn = true; - else if (mousebtn.ButtonIndex == MouseButton.WheelDown) - _wOut = true; - } - } - private void CheckGame() - { - bool gameover = false; + _cursor.Position = new Vector3( + (vec.X - GetViewport().GetVisibleRect().Size.X / 2) * this.Position.Y / 1000, + -((vec.Y - GetViewport().GetVisibleRect().Size.Y / 2) * this.Position.Y / 1000) + , 0 + ); + } + else if (@event is InputEventMouseButton mousebtn) + { + if (mousebtn.ButtonIndex == MouseButton.WheelUp) + _wIn = true; + else if (mousebtn.ButtonIndex == MouseButton.WheelDown) + _wOut = true; + } + } + private void CheckGame() + { + bool gameover = false; - if (PR <= 0) - gameover = true; - else if (Nukes >= 100) - { - _btnEnd.Disabled = false; - _btnEnd.Pressed += () => { _sndBtn.Play(); Nuke(); }; - } - if (GameTime <= 0) - gameover = true; + if (PR <= 0) + gameover = true; + else if (Nukes >= 100) + { + _btnEnd.Disabled = false; + _btnEnd.Pressed += () => { _sndBtn.Play(); Nuke(); }; + } + if (GameTime <= 0) + gameover = true; - if (gameover) - Chatter = "Game Over."; - } + if (gameover) + Chatter = "Game Over."; + } - public void BuildBuilding(int price, int pr, int nukes, int kashFlow = 0) - { - if (price > Kash) - { - Chatter = "Not enough money."; - CheckGame(); - return; - } + public void BuildBuilding(int price, int pr, int nukes, int kashFlow = 0) + { + if (price > Kash) + { + Chatter = "Not enough money."; + CheckGame(); + return; + } - Nukes += nukes; - PR += pr; - Kash -= price; - KashFlow += kashFlow; + Nukes += nukes; + PR += pr; + Kash -= price; + KashFlow += kashFlow; - base_building tempBuilding = (base_building)CurrentBuilding.Duplicate(); - GetTree().Root.CallDeferred("add_child", tempBuilding); - game_manager.CurrentState = game_manager.State.Play; + base_building tempBuilding = (base_building)CurrentBuilding.Duplicate(); + GetParent().CallDeferred("add_child", tempBuilding); - SetBarLabels(); - CheckGame(); - } + game_manager.CurrentState = game_manager.State.Play; - private void MakeMoney() - { - Kash += KashFlow; - GameTime--; - _timer.Set("text", GameTime.ToString()); + SetBarLabels(); + CheckGame(); + } - SetBarLabels(); - CheckGame(); - } + private void MakeMoney() + { + Kash += KashFlow; + GameTime--; + _timer.Set("text", GameTime.ToString()); - private void SetBarLabels() - { - _kash_count.Text = $"{Kash}M$({KashFlow}M$/s)"; - _nuke_count.Text = $"{Nukes} Megatons"; - _pr_count.Text = $"{PR}(%) Approval"; - } + SetBarLabels(); + CheckGame(); + } + + private void SetBarLabels() + { + _kash_count.Text = $"{Kash}M$({KashFlow}M$/s)"; + _nuke_count.Text = $"{Nukes} Megatons"; + _pr_count.Text = $"{PR}(%) Approval"; + } - public void HandleBuilding() - { - if (CurrentBuilding != null) - { - CurrentBuilding.GlobalPosition = _cursorPoint.GlobalPosition; + public void HandleBuilding() + { + if (CurrentBuilding != null) + { + CurrentBuilding.GlobalPosition = _cursorPoint.GlobalPosition; - if (Input.IsActionJustPressed("rotate")) - { - CurrentBuilding.RotateY(Mathf.DegToRad(90)); - } + if (Input.IsActionJustPressed("rotate")) + { + CurrentBuilding.RotateY(Mathf.DegToRad(90)); + } - if (Input.IsActionJustPressed("cancel")) - { - UnHandBuilding(); - } + if (Input.IsActionJustPressed("cancel")) + { + UnHandBuilding(); + } - if (Input.IsActionJustPressed("build")) - { - if (CurrentBuilding.IsPlaceable) - { - switch (CurrentBuilding.DisplayName) - { - case "Radio Tower": - propaganda_building radio = (propaganda_building)CurrentBuilding; - BuildBuilding(radio.KashCost, radio.Approval, 0); - break; - case "Nuke Silo": - arms_building silo = (arms_building)CurrentBuilding; - BuildBuilding(silo.KashCost, silo.Approval, silo.Megaton); - break; - case "Factory": - kash_building factory = (kash_building)CurrentBuilding; - BuildBuilding(factory.KashCost, 0, 0, factory.KashGenPerSec); - break; - default: - break; - } - } - } - } - } + if (Input.IsActionJustPressed("build")) + { + if (CurrentBuilding.IsPlaceable) + { + switch (CurrentBuilding.DisplayName) + { + case "Radio Tower": + propaganda_building radio = (propaganda_building)CurrentBuilding; + BuildBuilding(radio.KashCost, radio.Approval, 0); + break; + case "Nuke Silo": + arms_building silo = (arms_building)CurrentBuilding; + BuildBuilding(silo.KashCost, silo.Approval, silo.Megaton); + break; + case "Factory": + kash_building factory = (kash_building)CurrentBuilding; + BuildBuilding(factory.KashCost, 0, 0, factory.KashGenPerSec); + break; + default: + break; + } + } + } + } + } - public void Nuke() { - - var scene = GD.Load("res://endings/mad.tscn"); - var instance = scene.Instantiate(); - GetNode("/root/").AddChild(instance); - this.GetParent().QueueFree(); - } + public void Nuke() + { + + var scene = GD.Load("res://endings/mad.tscn"); + var instance = scene.Instantiate(); + GetNode("/root/").AddChild(instance); + this.GetParent().QueueFree(); + } }