Interaction wheel

do interaction
This commit is contained in:
2024-03-01 14:39:48 -06:00
parent 50093e5937
commit abde90e75f
13 changed files with 216 additions and 90 deletions

View File

@@ -40,20 +40,6 @@ func is_corrupted() -> bool:
func has_layer(layer: int) -> bool:
return layer_info.has(layer)
func interact(timer: Timer) -> void:
var is_interactable := has_resource() or not has_building()
if is_interactable and not interaction_display:
timer.timeout.connect(_on_interaction_finished.bind(timer))
timer.start(3)
interaction_display = ProgressBar.new()
interaction_display.position = Grid.grid_to_world_center(_pos) - Vector2(30, 10)
interaction_display.size = Vector2(60, 20)
interaction_display.show_percentage = false
var tween = timer.get_tree().create_tween()
tween.tween_property(interaction_display, "value", 100, 3)
timer.get_parent().add_sibling(interaction_display)
func get_interaction_options() -> Array[Interaction]:
var interactions: Array[Interaction] = []
if has_resource():
@@ -61,9 +47,3 @@ func get_interaction_options() -> Array[Interaction]:
if not has_building():
interactions.append(BUILD)
return interactions
func _on_interaction_finished(timer: Timer) -> void:
timer.timeout.disconnect(_on_interaction_finished)
if has_resource():
interaction_display.queue_free()
get_resource().gained_resource.emit(get_resource())

View File

@@ -1,5 +0,0 @@
extends Resource
class_name Interaction
@export var name: String
@export var image: AtlasTexture

View File

@@ -1,12 +1,18 @@
extends Node2D
class_name InteractionWheel
signal closed
var interactions: Array[Interaction]
var grid_position: Vector2i
@onready var interaction_icons: Array[Node] = $Interactions.get_children()
@onready var cursor: Sprite2D = $Cursor
@onready var information_panel: Panel = $InformationPanel
@onready var interaction_label: Label = $InformationPanel/InteractionLabel
func initialize(interaction_location: Vector2i, interactions: Array[Interaction]) -> void:
grid_position = interaction_location
position = Grid.grid_to_world_center(interaction_location)
self.interactions = interactions
@@ -20,5 +26,21 @@ func _process(delta: float) -> void:
if selection_direction:
cursor.rotation = selection_direction.angle()
cursor.show()
if Input.is_action_just_pressed("select"):
pass
var selection = _get_selection_index(cursor.rotation)
if selection < interactions.size():
information_panel.show()
interaction_label.text = interactions[selection].name
else:
information_panel.hide()
if Input.is_action_just_pressed("select") and cursor.visible:
var selection = _get_selection_index(cursor.rotation)
print("Selection: %s Rotation: %s" % [selection, cursor.rotation])
if selection < interactions.size():
var next_interactions = interactions[selection].interact_at(grid_position, get_tree().root)
if next_interactions.is_empty():
closed.emit()
queue_free()
func _get_selection_index(angle: float) -> int:
var adjusted_angle = fposmod(angle + (PI / 2.0), 2.0 * PI)
return floor(((int(floor(adjusted_angle / (PI / 8.0))) + 1) % 16) / 2.0)

View File

@@ -7,7 +7,7 @@ var last_direction = 0
var interaction_location: Vector2i
var _interaction_options: InteractionWheel
@onready var animation_player: AnimationPlayer = $AnimationPlayer
@onready var sprite: AnimatedSprite2D = $Sprite
@onready var interaction_timer: Timer = $InteractionTimer
const INTERACTION_WHEEL = preload("res://scene/interaction_wheel.tscn")
@@ -19,15 +19,14 @@ func _physics_process(delta: float) -> void:
if input_direction:
if _interaction_options:
_interaction_options.queue_free()
_interaction_options = null
animation_player.current_animation = "walk"
animation_player.play()
last_direction = input_direction.angle() + 3 * PI / 2
_on_interation_options_closed()
sprite.play("walk")
last_direction = input_direction.angle() + PI / 2
rotation = last_direction
interaction_location = Grid.world_to_grid(position) + Vector2i(input_direction.round())
Grid.set_selected_tile(interaction_location)
else:
animation_player.stop()
sprite.stop()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("select") and not _interaction_options:
@@ -35,10 +34,11 @@ func _input(event: InputEvent) -> void:
if interactions.size() > 0:
_interaction_options = INTERACTION_WHEEL.instantiate()
_interaction_options.initialize(interaction_location, interactions)
_interaction_options.closed.connect(_on_interation_options_closed)
add_sibling(_interaction_options)
func _finished_interaction(results: Dictionary) -> void:
print("interaction finished: %s" % results)
func _on_interation_options_closed() -> void:
_interaction_options = null
func _unhandled_input(event):
if event is InputEventMouseButton: