Belts can now be placed and removed
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@ -96,7 +96,7 @@ texture = ExtResource( 2 )
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[node name="BGMSlider" type="HBoxContainer" parent="."]
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show_behind_parent = true
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margin_left = 192.0
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margin_right = 480.0
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margin_right = 360.0
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margin_bottom = 16.0
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size_flags_horizontal = 3
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size_flags_vertical = 4
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@ -116,7 +116,7 @@ text = "BGM"
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show_behind_parent = true
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margin_left = 29.0
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margin_top = 5.0
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margin_right = 288.0
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margin_right = 168.0
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margin_bottom = 10.0
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size_flags_horizontal = 3
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size_flags_vertical = 4
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48
Main.gd
48
Main.gd
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@ -67,3 +67,51 @@ func game_over():
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remove_child(map)
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map.queue_free()
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map = null
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const FLOOR = 1
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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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return
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var Tiles: TileMap = map.get_node("TileMap")
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var BeltTiles: TileMap = map.get_node("BeltTiles")
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var belt_types = {1: 0, 2: 4, 3: 1} # 2 for secondary wide (3)
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if event is InputEventMouse:
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if p1_selection <= 0:
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return
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var pos = get_cursor_snapped_position()
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if pos.x < 0:
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return
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var grid_index = BeltTiles.world_to_map(pos + Vector2(4,4))
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if p1_selection <= 3:
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if event.button_mask & BUTTON_MASK_LEFT:
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if event is InputEventMouseMotion:
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var dir = int(fposmod(round((event.relative.angle()/TAU)*4), 4))
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var d = belt_dirs[dir]
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if Tiles.get_cellv(grid_index) == FLOOR:
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if p1_selection == 3:
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if Tiles.get_cellv(grid_index+d.v2) == FLOOR:
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if dir == 0 or dir == 3:
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BeltTiles.set_cellv(grid_index, 1, d.fx, d.fy, d.t)
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BeltTiles.set_cellv(grid_index+d.v2, 2, d.fx, d.fy, d.t)
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else:
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BeltTiles.set_cellv(grid_index, 2, d.fx, d.fy, d.t)
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BeltTiles.set_cellv(grid_index+d.v2, 1, d.fx, d.fy, d.t)
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else:
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BeltTiles.set_cellv(grid_index, belt_types[p1_selection], d.fx, d.fy, d.t)
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elif event.button_mask & BUTTON_MASK_RIGHT:
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if Tiles.get_cellv(grid_index) == FLOOR:
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BeltTiles.set_cellv(grid_index, -1)
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if p1_selection == 3:
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for offset in [Vector2(1,0), Vector2(0,1), Vector2(1,1)]:
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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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else:
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pass
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@ -4,6 +4,10 @@
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[resource]
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size = 32
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outline_size = 2
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outline_size = 1
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outline_color = Color( 1, 1, 0, 1 )
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extra_spacing_top = -8
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extra_spacing_bottom = -8
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extra_spacing_char = -1
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extra_spacing_space = 5
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font_data = ExtResource( 1 )
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