fixed building deletion
This commit is contained in:
parent
9d4a9c6fd0
commit
8ccf984de3
544
player/player.cs
544
player/player.cs
@ -3,323 +3,325 @@ using System;
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public partial class player : Camera3D
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{
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private const string _path = "/root/player/";
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private const string _path = "/root/player/";
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[Export]
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private Label _con;
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[Export]
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private Label _mousePosLabel;
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[Export]
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private Label _cursorPosLabel;
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[Export]
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private RayCast3D _cursor;
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[Export]
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private Node3D _cursorPoint;
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private bool _mUp, _mDown, _mLeft, _mRight, _wIn, _wOut;
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[Export]
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private Label _con;
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[Export]
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private Label _mousePosLabel;
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[Export]
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private Label _cursorPosLabel;
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[Export]
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private RayCast3D _cursor;
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[Export]
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private Node3D _cursorPoint;
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private bool _mUp, _mDown, _mLeft, _mRight, _wIn, _wOut;
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private enum buildingType
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{
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kash,
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pr,
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nuke
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}
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private enum buildingType
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{
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kash,
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pr,
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nuke
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}
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[Export]
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private PackedScene _kash_building;
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[Export]
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private PackedScene _pr_building;
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[Export]
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private PackedScene _nuke_building;
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[Export]
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private PackedScene _kash_building;
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[Export]
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private PackedScene _pr_building;
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[Export]
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private PackedScene _nuke_building;
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[Export]
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private TextureProgressBar _nuke, _pr, _kash;
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[Export]
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private TextureProgressBar _nuke, _pr, _kash;
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[Export]
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private Label _chatter, _timer, _pr_count, _nuke_count, _kash_count;
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[Export]
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private Label _chatter, _timer, _pr_count, _nuke_count, _kash_count;
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[Export]
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private AudioStreamPlayer _sndChtr, _sndBtn;
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[Export]
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private AudioStreamPlayer _sndChtr, _sndBtn;
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[Export]
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private Timer _tmrChtr, _tmrCashGen;
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[Export]
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private Timer _tmrChtr, _tmrCashGen;
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[Export]
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private Button _btnEnd, _btnNukes, _btnPR, _btnKashCow;
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[Export]
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private Button _btnEnd, _btnNukes, _btnPR, _btnKashCow;
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private float Nukes { get => (float)_nuke.Value; set => _nuke.Value = value; }
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private float PR { get => (float)_pr.Value; set => _pr.Value = value; }
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private float Kash { get => (float)_kash.Value; set => _kash.Value = value; }
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private int KashFlow { get; set; } = 1;
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private int GameTime { get; set; } = 60;
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private float Nukes { get => (float)_nuke.Value; set => _nuke.Value = value; }
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private float PR { get => (float)_pr.Value; set => _pr.Value = value; }
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private float Kash { get => (float)_kash.Value; set => _kash.Value = value; }
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private int KashFlow { get; set; } = 1;
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private int GameTime { get; set; } = 60;
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private string Chatter
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{
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get => _chatter.Get("text").ToString(); set
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{
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if (value != "")
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_sndChtr.Play();
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_chatter.Set("text", value);
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_tmrChtr.Start();
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}
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}
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private string Chatter
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{
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get => _chatter.Get("text").ToString(); set
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{
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if (value != "")
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_sndChtr.Play();
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_chatter.Set("text", value);
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_tmrChtr.Start();
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}
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}
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public base_building CurrentBuilding { get; set; }
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public base_building CurrentBuilding { get; set; }
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public override void _Ready()
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{
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_tmrChtr.Start();
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_tmrChtr.Timeout += () => Chatter = "";
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_tmrCashGen.Timeout += MakeMoney;
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_btnEnd.Pressed += () => _sndBtn.Play();
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_btnNukes.Pressed += () => HandleBtnNuke();
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_btnPR.Pressed += () => HandleBtnPR();
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_btnKashCow.Pressed += () => HandleBtnKash();
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Chatter = "The enemy is stockpiling weapons of mass destruction.";
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public override void _Ready()
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{
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_tmrChtr.Start();
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_tmrChtr.Timeout += () => Chatter = "";
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_tmrCashGen.Timeout += MakeMoney;
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_btnEnd.Pressed += () => _sndBtn.Play();
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_btnNukes.Pressed += () => HandleBtnNuke();
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_btnPR.Pressed += () => HandleBtnPR();
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_btnKashCow.Pressed += () => HandleBtnKash();
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Chatter = "The enemy is stockpiling weapons of mass destruction.";
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SetBarLabels();
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}
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SetBarLabels();
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}
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private void UnHandBuilding()
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{
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if (CurrentBuilding != null)
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{
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GetTree().Root.RemoveChild(CurrentBuilding);
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CurrentBuilding.QueueFree();
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CurrentBuilding = null;
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game_manager.CurrentState = game_manager.State.Play;
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}
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}
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private void UnHandBuilding()
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{
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if (CurrentBuilding != null)
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{
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GetParent().RemoveChild(CurrentBuilding);
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CurrentBuilding.QueueFree();
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CurrentBuilding = null;
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game_manager.CurrentState = game_manager.State.Play;
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}
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}
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private void InstantiateBuilding(buildingType type)
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{
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PackedScene toInstantiate = null;
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UnHandBuilding();
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switch (type)
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{
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case buildingType.kash:
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toInstantiate = _kash_building;
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break;
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case buildingType.pr:
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toInstantiate = _pr_building;
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break;
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case buildingType.nuke:
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toInstantiate = _nuke_building;
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break;
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default:
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toInstantiate = _kash_building;
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break;
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}
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private void InstantiateBuilding(buildingType type)
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{
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PackedScene toInstantiate = null;
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UnHandBuilding();
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switch (type)
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{
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case buildingType.kash:
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toInstantiate = _kash_building;
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break;
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case buildingType.pr:
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toInstantiate = _pr_building;
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break;
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case buildingType.nuke:
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toInstantiate = _nuke_building;
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break;
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default:
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toInstantiate = _kash_building;
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break;
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}
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CurrentBuilding = toInstantiate.Instantiate<base_building>();
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GetTree().Root.CallDeferred("add_child", CurrentBuilding);
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game_manager.CurrentState = game_manager.State.Building;
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}
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CurrentBuilding = toInstantiate.Instantiate<base_building>();
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this.GetParent().CallDeferred("add_child", CurrentBuilding);
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game_manager.CurrentState = game_manager.State.Building;
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}
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private void HandleBtnNuke()
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{
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_sndBtn.Play();
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InstantiateBuilding(buildingType.nuke);
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}
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private void HandleBtnPR()
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{
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_sndBtn.Play();
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InstantiateBuilding(buildingType.pr);
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}
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private void HandleBtnKash()
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{
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_sndBtn.Play();
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InstantiateBuilding(buildingType.kash);
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}
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private void HandleBtnNuke()
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{
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_sndBtn.Play();
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InstantiateBuilding(buildingType.nuke);
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}
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private void HandleBtnPR()
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{
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_sndBtn.Play();
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InstantiateBuilding(buildingType.pr);
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}
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private void HandleBtnKash()
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{
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_sndBtn.Play();
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InstantiateBuilding(buildingType.kash);
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}
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public override void _Process(double delta)
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{
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Vector3 rot = this.Rotation;
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bool zin = true, zout = true;
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public override void _Process(double delta)
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{
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Vector3 rot = this.Rotation;
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bool zin = true, zout = true;
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if (Input.IsActionPressed("CamNorth"))
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_mUp = true;
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if (Input.IsActionPressed("CamSouth"))
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_mDown = true;
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if (Input.IsActionPressed("CamEast"))
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_mRight = true;
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if (Input.IsActionPressed("CamWest"))
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_mLeft = true;
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if (Input.IsActionPressed("CamNorth"))
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_mUp = true;
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if (Input.IsActionPressed("CamSouth"))
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_mDown = true;
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if (Input.IsActionPressed("CamEast"))
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_mRight = true;
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if (Input.IsActionPressed("CamWest"))
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_mLeft = true;
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this.Rotation -= rot;
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if (this.Position.Y < 5)
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zin = false;
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else if (this.Position.Y > 45)
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zout = false;
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if (_mLeft && this.Position.X > -30)
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this.Translate(new Vector3((float)-delta * 10, 0, 0));
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if (_mRight && this.Position.X < 30)
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this.Translate(new Vector3((float)delta * 10, 0, 0));
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if (_mUp && this.Position.Z > -25)
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this.Translate(new Vector3(0, 0, (float)-delta * 10));
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if (_mDown && this.Position.Z < 25)
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this.Translate(new Vector3(0, 0, (float)delta * 10));
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this.Rotation += rot;
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this.Rotation -= rot;
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if (this.Position.Y < 5)
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zin = false;
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else if (this.Position.Y > 45)
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zout = false;
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if (_mLeft && this.Position.X > -30)
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this.Translate(new Vector3((float)-delta * 10, 0, 0));
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if (_mRight && this.Position.X < 30)
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this.Translate(new Vector3((float)delta * 10, 0, 0));
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if (_mUp && this.Position.Z > -25)
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this.Translate(new Vector3(0, 0, (float)-delta * 10));
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if (_mDown && this.Position.Z < 25)
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this.Translate(new Vector3(0, 0, (float)delta * 10));
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this.Rotation += rot;
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if (_wIn && zin)
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this.Translate(new Vector3(0, 0, (float)-delta * 10));
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if (_wOut && zout)
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this.Translate(new Vector3(0, 0, (float)delta * 10));
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if (_wIn && zin)
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this.Translate(new Vector3(0, 0, (float)-delta * 10));
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if (_wOut && zout)
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this.Translate(new Vector3(0, 0, (float)delta * 10));
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_con.Set("text", this.Position);
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_con.Set("text", this.Position);
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if (_cursor != null && _cursorPoint != null)
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{
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//Get the collision with map and change its X and Z value to always be in the center of a tile
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Vector3I collisionVector = (Vector3I)_cursor.GetCollisionPoint();
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_cursorPosLabel.Text = "Virtual Cursor Postion" + collisionVector.ToString();
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_cursorPoint.GlobalPosition = new Vector3(collisionVector.X - collisionVector.X % 2, 1.1f, collisionVector.Z - collisionVector.Z % 2);
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if (_cursor != null && _cursorPoint != null)
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{
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//Get the collision with map and change its X and Z value to always be in the center of a tile
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Vector3I collisionVector = (Vector3I)_cursor.GetCollisionPoint();
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_cursorPosLabel.Text = "Virtual Cursor Postion" + collisionVector.ToString();
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_cursorPoint.GlobalPosition = new Vector3(collisionVector.X - collisionVector.X % 2, 1.1f, collisionVector.Z - collisionVector.Z % 2);
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if (game_manager.CurrentState == game_manager.State.Building)
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HandleBuilding();
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}
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}
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if (game_manager.CurrentState == game_manager.State.Building)
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HandleBuilding();
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}
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}
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public override void _Input(InputEvent @event)
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{
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_mLeft = _mRight = _mUp = _mDown = _wIn = _wOut = false;
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public override void _Input(InputEvent @event)
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{
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_mLeft = _mRight = _mUp = _mDown = _wIn = _wOut = false;
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if (@event is InputEventMouseMotion mouse)
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{
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Vector2 vec = mouse.Position;
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if (vec.X < 5)
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_mLeft = true;
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else if (vec.X > 1915)
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_mRight = true;
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if (vec.Y < 20)
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_mUp = true;
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else if (vec.Y > 1060)
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_mDown = true;
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if (@event is InputEventMouseMotion mouse)
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{
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Vector2 vec = mouse.Position;
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if (vec.X < 5)
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_mLeft = true;
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else if (vec.X > 1915)
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_mRight = true;
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if (vec.Y < 20)
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_mUp = true;
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else if (vec.Y > 1060)
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_mDown = true;
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_mousePosLabel.Text = "Mouse position: " + vec.ToString();
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_mousePosLabel.Text = "Mouse position: " + vec.ToString();
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_cursor.Position = new Vector3(
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(vec.X - GetViewport().GetVisibleRect().Size.X / 2) * this.Position.Y / 1000,
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-((vec.Y - GetViewport().GetVisibleRect().Size.Y / 2) * this.Position.Y / 1000)
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, 0
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);
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}
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else if (@event is InputEventMouseButton mousebtn)
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{
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if (mousebtn.ButtonIndex == MouseButton.WheelUp)
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_wIn = true;
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else if (mousebtn.ButtonIndex == MouseButton.WheelDown)
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_wOut = true;
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}
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}
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private void CheckGame()
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{
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bool gameover = false;
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_cursor.Position = new Vector3(
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(vec.X - GetViewport().GetVisibleRect().Size.X / 2) * this.Position.Y / 1000,
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-((vec.Y - GetViewport().GetVisibleRect().Size.Y / 2) * this.Position.Y / 1000)
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, 0
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);
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}
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else if (@event is InputEventMouseButton mousebtn)
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{
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if (mousebtn.ButtonIndex == MouseButton.WheelUp)
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_wIn = true;
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else if (mousebtn.ButtonIndex == MouseButton.WheelDown)
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_wOut = true;
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}
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}
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private void CheckGame()
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{
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bool gameover = false;
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if (PR <= 0)
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gameover = true;
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else if (Nukes >= 100)
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{
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_btnEnd.Disabled = false;
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_btnEnd.Pressed += () => { _sndBtn.Play(); Nuke(); };
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}
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if (GameTime <= 0)
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gameover = true;
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if (PR <= 0)
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gameover = true;
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else if (Nukes >= 100)
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{
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_btnEnd.Disabled = false;
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_btnEnd.Pressed += () => { _sndBtn.Play(); Nuke(); };
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}
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if (GameTime <= 0)
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gameover = true;
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if (gameover)
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Chatter = "Game Over.";
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}
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if (gameover)
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Chatter = "Game Over.";
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}
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public void BuildBuilding(int price, int pr, int nukes, int kashFlow = 0)
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{
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if (price > Kash)
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{
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Chatter = "Not enough money.";
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CheckGame();
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return;
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}
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public void BuildBuilding(int price, int pr, int nukes, int kashFlow = 0)
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{
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if (price > Kash)
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{
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Chatter = "Not enough money.";
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CheckGame();
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return;
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}
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Nukes += nukes;
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PR += pr;
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Kash -= price;
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KashFlow += kashFlow;
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Nukes += nukes;
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PR += pr;
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Kash -= price;
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KashFlow += kashFlow;
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base_building tempBuilding = (base_building)CurrentBuilding.Duplicate();
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GetTree().Root.CallDeferred("add_child", tempBuilding);
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game_manager.CurrentState = game_manager.State.Play;
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base_building tempBuilding = (base_building)CurrentBuilding.Duplicate();
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GetParent().CallDeferred("add_child", tempBuilding);
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SetBarLabels();
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CheckGame();
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}
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game_manager.CurrentState = game_manager.State.Play;
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private void MakeMoney()
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{
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Kash += KashFlow;
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GameTime--;
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_timer.Set("text", GameTime.ToString());
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SetBarLabels();
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CheckGame();
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}
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SetBarLabels();
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CheckGame();
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}
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private void MakeMoney()
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{
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Kash += KashFlow;
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GameTime--;
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_timer.Set("text", GameTime.ToString());
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private void SetBarLabels()
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{
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_kash_count.Text = $"{Kash}M$({KashFlow}M$/s)";
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_nuke_count.Text = $"{Nukes} Megatons";
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_pr_count.Text = $"{PR}(%) Approval";
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}
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SetBarLabels();
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CheckGame();
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}
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private void SetBarLabels()
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{
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_kash_count.Text = $"{Kash}M$({KashFlow}M$/s)";
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_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();
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user