Added basic build menu and placement

This commit is contained in:
2024-03-06 09:25:28 -06:00
parent abde90e75f
commit ca8cfee1e8
25 changed files with 377 additions and 27 deletions

67
scripts/build_menu.gd Normal file
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@@ -0,0 +1,67 @@
extends CanvasLayer
signal build(building: Building)
var groups_visible: Array[BuildingGroup] = []
var buildings_visible: Array[Building] = []
var selected_building: Building
const ADVANCED_BUILDING_GROUP = preload("res://data/buildings/advanced/advanced_building_group.tres")
const BASIC_BUILDING_GROUP = preload("res://data/buildings/basic/basic_building_group.tres")
@onready var building_groups: ItemList = $MarginContainer/PanelContainer/HBoxContainer/ScrollContainer/VBoxContainer/BuildingGroups
@onready var buildings: ItemList = $MarginContainer/PanelContainer/HBoxContainer/ScrollContainer2/VBoxContainer/Buildings
@onready var title: Label = $MarginContainer/PanelContainer/HBoxContainer/DetailsContainer/Title
@onready var description: Label = $MarginContainer/PanelContainer/HBoxContainer/DetailsContainer/Description
@onready var build_materials: GridContainer = $MarginContainer/PanelContainer/HBoxContainer/DetailsContainer/BuildMaterials
@onready var build_buttons_container: HBoxContainer = $MarginContainer/PanelContainer/HBoxContainer/DetailsContainer/BuildButtonsContainer
func _ready() -> void:
_add_building_group(BASIC_BUILDING_GROUP)
_add_building_group(ADVANCED_BUILDING_GROUP)
func _add_building_group(group: BuildingGroup) -> void:
building_groups.add_item(group.name, group.atlas_texture)
groups_visible.append(group)
func _on_building_groups_item_selected(index: int) -> void:
buildings.clear()
buildings_visible.clear()
for building in groups_visible[index].buildings:
buildings_visible.append(building)
buildings.add_item(building.name, building.atlas_texture)
description.hide()
build_materials.hide()
build_buttons_container.hide()
selected_building = null
func _on_buildings_item_selected(index: int) -> void:
selected_building = buildings_visible[index]
title.text = selected_building.name
description.text = selected_building.description
for child in build_materials.get_children():
child.queue_free()
for res: GameResource in selected_building.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
build_materials.add_child(image)
var label = Label.new()
label.text = str(selected_building.cost[res])
build_materials.add_child(label)
description.show()
build_materials.show()
build_buttons_container.show()
func _on_build_button_pressed() -> void:
if selected_building:
build.emit(selected_building)
queue_free()

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@@ -1,8 +0,0 @@
class_name Building
extends Resource
@export var corruption_pattern: ExpansionBase
@export var atlas_texture_region: Vector2i
@export var name: String
@export var description: String
@export var cost: Dictionary

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@@ -1,8 +1,8 @@
class_name CellData
extends Resource
const BUILD = preload("res://data/interactions/build.tres")
const GATHER = preload("res://data/interactions/gather.tres")
const BUILD = preload("res://data/interactions/build/build.tres")
const GATHER = preload("res://data/interactions/gather/gather.tres")
@export var layer_info: Dictionary = {
Constants.TilemapLayers.CORRUPTION: false
@@ -40,6 +40,12 @@ func is_corrupted() -> bool:
func has_layer(layer: int) -> bool:
return layer_info.has(layer)
func is_interactable() -> bool:
return has_resource() or has_building()
func is_buildable() -> bool:
return not has_resource() or not has_building()
func get_interaction_options() -> Array[Interaction]:
var interactions: Array[Interaction] = []
if has_resource():

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@@ -0,0 +1,13 @@
extends ProgressBar
class_name InteractionBar
signal interaction_finished
func _ready() -> void:
var tween = get_tree().create_tween()
tween.tween_property(self, "value", 100, 3)
tween.tween_callback(_cleanup_gather)
func _cleanup_gather() -> void:
interaction_finished.emit()
self.queue_free()

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@@ -40,6 +40,9 @@ func _process(delta: float) -> void:
if next_interactions.is_empty():
closed.emit()
queue_free()
else:
interactions = next_interactions
_ready()
func _get_selection_index(angle: float) -> int:
var adjusted_angle = fposmod(angle + (PI / 2.0), 2.0 * PI)

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@@ -6,10 +6,15 @@ class_name Player
var last_direction = 0
var interaction_location: Vector2i
var _interaction_options: InteractionWheel
var _interacting := false
var _attempting_build: Building
var _build_placement: Sprite2D
@onready var sprite: AnimatedSprite2D = $Sprite
@onready var interaction_timer: Timer = $InteractionTimer
const INTERACTION_WHEEL = preload("res://scene/interaction_wheel.tscn")
const INTERACTION_BAR = preload("res://scene/interaction_bar.tscn")
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")
@@ -27,15 +32,33 @@ func _physics_process(delta: float) -> void:
Grid.set_selected_tile(interaction_location)
else:
sprite.stop()
if _build_placement:
_build_placement.position = Grid.grid_to_world_center(interaction_location)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("select") and not _interaction_options:
var interactions: Array[Interaction] = Grid.get_location_data(interaction_location).get_interaction_options()
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)
if event.is_action_pressed("interact"):
if _attempting_build and Grid.get_location_data(interaction_location).is_buildable():
var build: BuildingBase = BUILDING_BASE.instantiate()
build.initialize(_attempting_build, interaction_location)
add_sibling(build)
if not _interacting and Grid.get_location_data(interaction_location).is_interactable():
var interaction = INTERACTION_BAR.instantiate()
interaction.position = Grid.grid_to_world_center(interaction_location) - Vector2(30,10)
_interacting = true
add_sibling(interaction)
if event.is_action_pressed("build"):
var build_menu = BUILD_MENU.instantiate()
build_menu.build.connect(_on_build_menu_build)
add_sibling(build_menu)
func _on_build_menu_build(building: Building) -> void:
print("Building: %s" % building.name)
_attempting_build = building
_build_placement = Sprite2D.new()
_build_placement.texture = _attempting_build.atlas_texture
_build_placement.self_modulate = Color(1, 0, 0, 0.4)
add_sibling(_build_placement)
func _on_interation_options_closed() -> void:
_interaction_options = null