started research skills

This commit is contained in:
2024-03-29 10:25:53 -05:00
parent f57f7f5540
commit 39157dded2
29 changed files with 1282 additions and 19 deletions

View File

@@ -20,7 +20,7 @@ const BASIC_BUILDING_GROUP = preload("res://data/buildings/basic/basic_building_
func _ready() -> void:
_add_building_group(BASIC_BUILDING_GROUP)
_add_building_group(ADVANCED_BUILDING_GROUP)
#building_groups.set_focus()
building_groups.grab_focus()
func _add_building_group(group: BuildingGroup) -> void:
building_groups.add_item(group.name, group.atlas_texture)

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@@ -33,6 +33,9 @@ func get_resource() -> GameResource:
func has_resource() -> bool:
return has_layer(Constants.TilemapLayers.ENVIRONMENT)
func get_building() -> BuildingBase:
return layer_info[Constants.TilemapLayers.BUILDINGS] as BuildingBase
func has_building() -> bool:
return has_layer(Constants.TilemapLayers.BUILDINGS)

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@@ -8,6 +8,7 @@ signal gained_resource(res: GameResource)
@export var name: String
@export var spawn_patterns: Array[SpawnPattern]
@export var storage_max: int
@export var skills_needed: Array[Skills.ABILITIES] = []
func _to_string() -> String:
return name
@@ -17,3 +18,6 @@ func get_spawn_locations() -> Array[Vector2i]:
for spawn in spawn_patterns:
spawns.append_array(spawn.get_spawn_locations())
return spawns
func can_harvest(skills: Skills) -> bool:
return skills.has_skills(skills_needed)

View File

@@ -9,6 +9,9 @@ var _interaction_options: InteractionWheel
var _interacting := false
var _attempting_build: Building
var _build_placement: Sprite2D
var _in_menu := false
var _skills := Skills.new()
@onready var sprite: AnimatedSprite2D = $Sprite
@onready var interaction_timer: Timer = $InteractionTimer
@@ -17,7 +20,7 @@ const BUILD_MENU = preload("res://scene/build_menu.tscn")
const BUILDING_BASE = preload("res://data/buildings/building_base.tscn")
func _physics_process(delta: float) -> void:
var input_direction := Input.get_vector("move_left", "move_right", "move_up", "move_down")
var input_direction := Input.get_vector("move_left", "move_right", "move_up", "move_down") if not _in_menu else Vector2.ZERO
velocity = input_direction * SPEED / delta
move_and_slide()
@@ -39,24 +42,31 @@ func _physics_process(delta: float) -> void:
func _input(event: InputEvent) -> void:
if event.is_action_pressed("interact"):
if _attempting_build and Grid.get_location_data(interaction_location).is_buildable():
var interact_data: CellData = Grid.get_location_data(interaction_location)
if _attempting_build and interact_data.is_buildable():
_build()
elif not _interacting and Grid.get_location_data(interaction_location).is_interactable():
var interaction = INTERACTION_BAR.instantiate()
interaction.interaction_finished.connect(_on_interaction_finished)
interaction.grid_position = interaction_location
_interacting = true
add_sibling(interaction)
elif not _interacting and interact_data.is_interactable():
if interact_data.has_resource():
var interaction = INTERACTION_BAR.instantiate()
interaction.interaction_finished.connect(_on_interaction_finished)
interaction.grid_position = interaction_location
_interacting = true
add_sibling(interaction)
elif interact_data.has_building():
_in_menu = interact_data.get_building().interact(_on_interaction_finished)
if event.is_action_pressed("build"):
var build_menu = BUILD_MENU.instantiate()
build_menu.build.connect(_on_build_menu_build)
add_sibling(build_menu)
_in_menu = true
func _on_interaction_finished() -> void:
_interacting = false
_in_menu = false
func _on_build_menu_build(building: Building) -> void:
print("Building: %s" % building.name)
_in_menu = false
_attempting_build = building
_build_placement = Sprite2D.new()
_build_placement.texture = _attempting_build.atlas_texture
@@ -66,8 +76,8 @@ func _on_build_menu_build(building: Building) -> void:
func _build() -> void:
ResourceManager.use_resources(_attempting_build.cost)
var build: BuildingBase = BUILDING_BASE.instantiate()
build.initialize(_attempting_build, interaction_location)
add_sibling(build)
build.initialize(_attempting_build, interaction_location)
Grid.change_location_building(interaction_location, build)
if not ResourceManager.has_resources(_attempting_build.cost):

53
scripts/research_menu.gd Normal file
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@@ -0,0 +1,53 @@
extends CanvasLayer
signal research(research: Research)
var researches: Array[Research] = []
var selected_research: Research
const GEM_RESEARCH = preload("res://data/research/gem_research.tres")
@onready var research_items: ItemList = %ResearchItems
@onready var title: Label = %Title
@onready var description: Label = %Description
@onready var research_materials: GridContainer = %ResearchMaterials
@onready var research_buttons_container: HBoxContainer = %ResearchButtonsContainer
func _ready() -> void:
_add_research(GEM_RESEARCH)
research_items.grab_focus()
func _add_research(group: Research) -> void:
research_items.add_item(group.name, group.atlas_texture)
researches.append(group)
func _on_research_selected(index: int) -> void:
selected_research = researches[index]
title.text = selected_research.name
description.text = selected_research.description
for child in research_materials.get_children():
child.queue_free()
for res: GameResource in selected_research.cost.keys():
var image = TextureRect.new()
var texture = AtlasTexture.new()
texture.atlas = preload("res://assets/scifi_tilesheet@2.png")
texture.region = Rect2(64 * res.atlas_location, Vector2(64, 64))
image.texture = texture
research_materials.add_child(image)
var label = Label.new()
label.text = str(selected_research.cost[res])
if not ResourceManager.has_amount(res, selected_research.cost[res]):
label.add_theme_color_override("font_color", Color.RED)
research_materials.add_child(label)
description.show()
research_materials.show()
research_buttons_container.show()
func _on_build_button_pressed() -> void:
if selected_research:
research.emit(selected_research)
queue_free()

18
scripts/skills.gd Normal file
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@@ -0,0 +1,18 @@
class_name Skills
extends Resource
enum ABILITIES { HARVEST_GEM, CORRUPT_RESOURCE, CORRUPT_BUILDING }
var _aquired_skills: Array[ABILITIES] = []
func aquire_skill(skill: ABILITIES) -> void:
_aquired_skills.append(skill)
func has_skill(skill: ABILITIES) -> bool:
return _aquired_skills.has(skill)
func has_skills(skills: Array[ABILITIES]) -> bool:
var _has_skills = true
for skill: ABILITIES in skills:
_has_skills = _has_skills and has_skill(skill)
return _has_skills