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2 Commits
0.1 ... master

4 changed files with 104 additions and 3 deletions

View File

@ -96,7 +96,7 @@ texture = ExtResource( 2 )
[node name="BGMSlider" type="HBoxContainer" parent="."] [node name="BGMSlider" type="HBoxContainer" parent="."]
show_behind_parent = true show_behind_parent = true
margin_left = 192.0 margin_left = 192.0
margin_right = 480.0 margin_right = 360.0
margin_bottom = 16.0 margin_bottom = 16.0
size_flags_horizontal = 3 size_flags_horizontal = 3
size_flags_vertical = 4 size_flags_vertical = 4
@ -116,7 +116,7 @@ text = "BGM"
show_behind_parent = true show_behind_parent = true
margin_left = 29.0 margin_left = 29.0
margin_top = 5.0 margin_top = 5.0
margin_right = 288.0 margin_right = 168.0
margin_bottom = 10.0 margin_bottom = 10.0
size_flags_horizontal = 3 size_flags_horizontal = 3
size_flags_vertical = 4 size_flags_vertical = 4

94
Main.gd
View File

@ -67,3 +67,97 @@ func game_over():
remove_child(map) remove_child(map)
map.queue_free() map.queue_free()
map = null map = null
const FLOOR = 1
var belt_dirs = [ # v2 is widebelt second tile offset
{v=Vector2(1, 0), v2=Vector2(0,1), fx=false, fy=false, t=false},
{v=Vector2(0, 1), v2=Vector2(1,0), fx=true, fy=false, t=true},
{v=Vector2(-1,0), v2=Vector2(0,1), fx=true, fy=true, t=false},
{v=Vector2(0,-1), v2=Vector2(1,0), fx=false, fy=true, t=true}
]
var cursor_sprites = [
null,
load('res://assets/sprites/belt.tres'),
load('res://assets/sprites/channel.tres'),
load('res://assets/sprites/2x2belt.tres'),
load('res://assets/sprites/smelter.tres'),
load('res://assets/sprites/forge.tres'),
load('res://assets/sprites/lathe.tres'),
load('res://assets/sprites/welder.tres'),
]
var machines = {
4: load('res://machines/Smelter.tscn'),
5: load('res://machines/Forge.tscn'),
6: load('res://machines/Lathe.tscn'),
7: load('res://machines/Welder.tscn')
}
func _input(event):
if not map:
return
var Tiles: TileMap = map.get_node("TileMap")
var BeltTiles: TileMap = map.get_node("BeltTiles")
var belt_types = {1: 0, 2: 4, 3: 1} # 2 for secondary wide (3)
if event is InputEventMouse:
if p1_selection <= 0:
return
var pos = get_cursor_snapped_position()
if pos.x < 0:
return
var grid_index = BeltTiles.world_to_map(pos + Vector2(4,4))
if p1_selection <= 3:
if event.button_mask & BUTTON_MASK_LEFT:
if event is InputEventMouseMotion:
var dir = int(fposmod(round((event.relative.angle()/TAU)*4), 4))
var d = belt_dirs[dir]
if Tiles.get_cellv(grid_index) == FLOOR:
if p1_selection == 3:
if Tiles.get_cellv(grid_index+d.v2) == FLOOR:
if dir == 0 or dir == 3:
BeltTiles.set_cellv(grid_index, 1, d.fx, d.fy, d.t)
BeltTiles.set_cellv(grid_index+d.v2, 2, d.fx, d.fy, d.t)
else:
BeltTiles.set_cellv(grid_index, 2, d.fx, d.fy, d.t)
BeltTiles.set_cellv(grid_index+d.v2, 1, d.fx, d.fy, d.t)
else:
BeltTiles.set_cellv(grid_index, belt_types[p1_selection], d.fx, d.fy, d.t)
elif event.button_mask & BUTTON_MASK_RIGHT:
if Tiles.get_cellv(grid_index) == FLOOR:
BeltTiles.set_cellv(grid_index, -1)
if p1_selection == 3:
for offset in [Vector2(1,0), Vector2(0,1), Vector2(1,1)]:
if Tiles.get_cellv(grid_index + offset) == FLOOR:
BeltTiles.set_cellv(grid_index + offset, -1)
else:
if event is InputEventMouseButton:
if event.button_mask & BUTTON_MASK_LEFT:
var px_size = cursor_sprites[p1_selection].get_size()
var cell_size = px_size / 8
for i in cell_size.x:
for j in cell_size.y:
if not check_tile_buildable(grid_index + Vector2(i, j)):
return
var target_rect = Rect2(pos, px_size)
for machine in map.get_node("Machines").get_children():
if target_rect.intersects(machine.get_global_rect()):
return false # Check if any overlap
var machine = machines[p1_selection].instance()
machine.position = pos + px_size/2
map.get_node("Machines").add_child(machine)
elif event.button_mask & BUTTON_MASK_RIGHT:
# Delete a machine underneath, but only if it has never worked
for machine in map.get_node("Machines").get_children():
if machine.get_global_rect().has_point(event.position):
if not machine.was_started:
map.get_node("Machines").remove_child(machine)
machine.queue_free()
return false
func check_tile_buildable(grid_index):
if not map:
return
var Tiles: TileMap = map.get_node("TileMap")
if Tiles.get_cellv(grid_index) != FLOOR:
return false
return true

View File

@ -4,6 +4,10 @@
[resource] [resource]
size = 32 size = 32
outline_size = 2 outline_size = 1
outline_color = Color( 1, 1, 0, 1 ) outline_color = Color( 1, 1, 0, 1 )
extra_spacing_top = -8
extra_spacing_bottom = -8
extra_spacing_char = -1
extra_spacing_space = 5
font_data = ExtResource( 1 ) font_data = ExtResource( 1 )

View File

@ -26,6 +26,9 @@ func get_belt_direction(tx, ty):
var tp = beltmap.is_cell_transposed(tx, ty) var tp = beltmap.is_cell_transposed(tx, ty)
return int(tp) + int(xflip)*2 return int(tp) + int(xflip)*2
func get_global_rect():
return Rect2(to_global(rect.position), rect.size)
onready var recipe = Constants.RECIPES[machine_type] onready var recipe = Constants.RECIPES[machine_type]
func _ready(): func _ready():
var top_left_corner_tile = position - Vector2(width/2-4, height/2-4) var top_left_corner_tile = position - Vector2(width/2-4, height/2-4)