fixed building deletion

This commit is contained in:
Victor Turgeon 2023-06-11 17:28:47 -04:00
parent 9d4a9c6fd0
commit 8ccf984de3

View File

@ -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<base_building>();
GetTree().Root.CallDeferred("add_child", CurrentBuilding);
game_manager.CurrentState = game_manager.State.Building;
}
CurrentBuilding = toInstantiate.Instantiate<base_building>();
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() {
public void Nuke()
{
var scene = GD.Load<PackedScene>("res://endings/mad.tscn");
var instance = scene.Instantiate();
GetNode<Node>("/root/").AddChild(instance);
this.GetParent().QueueFree();
}
var scene = GD.Load<PackedScene>("res://endings/mad.tscn");
var instance = scene.Instantiate();
GetNode<Node>("/root/").AddChild(instance);
this.GetParent().QueueFree();
}
}