Building placement and deletion!
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parent
b92a6a0611
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811c26d287
60
Main.gd
60
Main.gd
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@ -69,13 +69,29 @@ func game_over():
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map = null
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map = null
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const FLOOR = 1
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const FLOOR = 1
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var belt_dirs = [ # v2 is widebelt second tile offset
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{v=Vector2(1, 0), v2=Vector2(0,1), fx=false, fy=false, t=false},
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{v=Vector2(0, 1), v2=Vector2(1,0), fx=true, fy=false, t=true},
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{v=Vector2(-1,0), v2=Vector2(0,1), fx=true, fy=true, t=false},
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{v=Vector2(0,-1), v2=Vector2(1,0), fx=false, fy=true, t=true}
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]
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var cursor_sprites = [
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null,
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load('res://assets/sprites/belt.tres'),
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load('res://assets/sprites/channel.tres'),
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load('res://assets/sprites/2x2belt.tres'),
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load('res://assets/sprites/smelter.tres'),
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load('res://assets/sprites/forge.tres'),
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load('res://assets/sprites/lathe.tres'),
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load('res://assets/sprites/welder.tres'),
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]
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var machines = {
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4: load('res://machines/Smelter.tscn'),
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5: load('res://machines/Forge.tscn'),
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6: load('res://machines/Lathe.tscn'),
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7: load('res://machines/Welder.tscn')
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}
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func _input(event):
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func _input(event):
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var belt_dirs = [ # v2 is widebelt second tile offset
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{v=Vector2(1, 0), v2=Vector2(0,1), fx=false, fy=false, t=false},
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{v=Vector2(0, 1), v2=Vector2(1,0), fx=true, fy=false, t=true},
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{v=Vector2(-1,0), v2=Vector2(0,1), fx=true, fy=true, t=false},
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{v=Vector2(0,-1), v2=Vector2(1,0), fx=false, fy=true, t=true}
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]
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if not map:
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if not map:
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return
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return
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var Tiles: TileMap = map.get_node("TileMap")
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var Tiles: TileMap = map.get_node("TileMap")
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@ -113,5 +129,35 @@ func _input(event):
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if Tiles.get_cellv(grid_index + offset) == FLOOR:
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if Tiles.get_cellv(grid_index + offset) == FLOOR:
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BeltTiles.set_cellv(grid_index + offset, -1)
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BeltTiles.set_cellv(grid_index + offset, -1)
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else:
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else:
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pass
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if event is InputEventMouseButton:
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if event.button_mask & BUTTON_MASK_LEFT:
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var px_size = cursor_sprites[p1_selection].get_size()
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var cell_size = px_size / 8
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for i in cell_size.x:
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for j in cell_size.y:
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if not check_tile_buildable(grid_index + Vector2(i, j)):
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return
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var target_rect = Rect2(pos, px_size)
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for machine in map.get_node("Machines").get_children():
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if target_rect.intersects(machine.get_global_rect()):
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return false # Check if any overlap
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var machine = machines[p1_selection].instance()
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machine.position = pos + px_size/2
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map.get_node("Machines").add_child(machine)
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elif event.button_mask & BUTTON_MASK_RIGHT:
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# Delete a machine underneath, but only if it has never worked
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for machine in map.get_node("Machines").get_children():
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if machine.get_global_rect().has_point(event.position):
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if not machine.was_started:
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map.get_node("Machines").remove_child(machine)
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machine.queue_free()
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return false
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func check_tile_buildable(grid_index):
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if not map:
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return
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var Tiles: TileMap = map.get_node("TileMap")
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if Tiles.get_cellv(grid_index) != FLOOR:
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return false
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return true
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@ -26,6 +26,9 @@ func get_belt_direction(tx, ty):
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var tp = beltmap.is_cell_transposed(tx, ty)
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var tp = beltmap.is_cell_transposed(tx, ty)
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return int(tp) + int(xflip)*2
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return int(tp) + int(xflip)*2
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func get_global_rect():
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return Rect2(to_global(rect.position), rect.size)
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onready var recipe = Constants.RECIPES[machine_type]
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onready var recipe = Constants.RECIPES[machine_type]
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func _ready():
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func _ready():
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var top_left_corner_tile = position - Vector2(width/2-4, height/2-4)
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var top_left_corner_tile = position - Vector2(width/2-4, height/2-4)
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