rotation rework, deletion of complex objects
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parent
609b1b976d
commit
8dcd7725a9
15 changed files with 103 additions and 147 deletions
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@ -11,6 +11,3 @@ enum Sides {
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LEFT,
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UP
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}
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static func facing_difference(from : Structure.Facing, to : Structure.Facing) -> float:
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return Structure.facing_to_vector(from).angle_to(Structure.facing_to_vector(to))
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@ -42,8 +42,13 @@ func destroy_at(point : Vector2) -> void:
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var index = building_zone.indexify_global_point(point)
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if index == -1:
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return
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structures[index].queue_free()
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structures[index] = null
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var found: Structure = structures[index]
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for dim_point in found.get_dimension_points():
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structures[building_zone.indexify_global_point(found.global_position+dim_point)] = null
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found.queue_free()
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func is_point_occupied(point : Vector2) -> bool:
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return get_at(point) != null
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@ -30,18 +30,18 @@ func _input(event: InputEvent) -> void:
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if event.is_action_pressed("plc_place"):
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var zone = try_get_zone(held_construction.global_position)
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if zone != null and held_construction.try_place(zone):
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var facing = held_construction.facing
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var direction = held_construction.direction
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held_construction = selected_prototype.scene.instantiate()
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add_child(held_construction)
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held_construction.set_facing(facing)
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held_construction.set_direction(direction)
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if event.is_action_pressed("plc_rotate_up"):
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if held_construction != null:
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held_construction.cycle_up_facing()
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held_construction.increment_direction()
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if event.is_action_pressed("plc_rotate_down"):
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if held_construction != null:
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held_construction.cycle_down_facing()
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held_construction.decrement_direction()
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if event.is_action_pressed("plc_cancel"):
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held_construction.queue_free()
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@ -4,15 +4,7 @@ extends Node2D
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## Game object that interact with other structures in its grid space
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class_name Structure
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enum Facing {
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UNDIRECTIONAL = 0,
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RIGHT = 1,
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DOWN = 2,
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LEFT = 3,
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UP = 4
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}
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signal switched_facing(to: Facing)
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signal changed_direction(to: float,max_directions : int)
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## Dimensions of structure in grid tiles
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@export var dimensions : Rect2i = Rect2i(0,0,1,1):
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@ -25,20 +17,8 @@ signal switched_facing(to: Facing)
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## Inventory of this structure
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@export var inventory : Inventory
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@export var facing : Facing
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static func facing_to_vector(face : Facing) -> Vector2:
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match face:
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Facing.RIGHT:
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return Vector2.RIGHT
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Facing.LEFT:
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return Vector2.LEFT
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Facing.UP:
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return Vector2.UP
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Facing.DOWN:
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return Vector2.DOWN
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_:
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return Vector2.ZERO
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@export var direction : float
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@export var maximum_directions : int
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## Debug draw of points
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func _draw() -> void:
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@ -83,16 +63,21 @@ func get_dimension_points() -> Array[Vector2]:
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result[x + y * dimensions.size.x] = (Vector2(x,y)*Globals.GRID_SIZE + Vector2(dimensions.position))
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return result
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func set_facing(to : Facing) -> void:
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facing = to
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switched_facing.emit(facing)
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func set_direction(to : float) -> void:
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direction = to
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changed_direction.emit(direction,maximum_directions)
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func cycle_up_facing() -> void:
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if facing == Facing.UNDIRECTIONAL:
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return
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set_facing(wrapi(facing+1,1,5))
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func increment_direction() -> void:
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set_direction(wrapf(direction + TAU/maximum_directions,0,TAU))
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func cycle_down_facing() -> void:
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if facing == Facing.UNDIRECTIONAL:
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return
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set_facing(wrapi(facing-1,1,5))
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func decrement_direction() -> void:
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set_direction(wrapf(direction - TAU/maximum_directions,0,TAU))
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func direction_vector() -> Vector2:
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return Vector2.from_angle(direction)
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func direction_to(structure: Structure):
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return (structure.global_position-global_position).angle()
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func direction_difference(structure: Structure):
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return direction-structure.direction
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@ -1,5 +1,7 @@
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@abstract
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extends Node2D
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class_name StructureBehaviour
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@onready var structure_parent : Structure = get_parent()
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@onready var inventory : Inventory = structure_parent.inventory
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@ -1,7 +1,6 @@
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extends StructureBehaviour
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@export var selected_recipe : Recipe
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@onready var inventory : InOutInventory = get_parent().inventory
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func _ready() -> void:
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inventory.stack_added.connect(check_for_recipe)
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@ -23,13 +22,12 @@ func _process(_delta: float) -> void:
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var output : Structure = get_output_structure()
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if output == null:
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return
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var ang_diff = Globals.facing_difference(output.facing,structure_parent.facing)
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var ang_diff = output.direction_difference(structure_parent)
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if output.inventory.can_add_from_side(ang_diff):
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inventory.output_slot.merge_stack(output.inventory.add_from_side(inventory.output_slot.extract(),ang_diff))
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func get_output_structure() -> Structure:
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var facing_direction = Structure.facing_to_vector(structure_parent.facing)
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var rotated = Vector2(0.5,1.5).rotated(-Vector2.DOWN.angle_to(facing_direction))
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var rotated = Vector2(1.5,-0.5).rotated(structure_parent.direction)
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return structure_parent.get_relative(rotated+Vector2(0.5,0.5))
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func check_for_recipe(_stack : Stack, _position : int) -> void:
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@ -1,14 +1,7 @@
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extends StructureBehaviour
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@onready var inventory : BeltInventory = structure_parent.inventory
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@onready var animator : AnimationPlayer = $"../AnimationPlayer"
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func _ready() -> void:
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sync_animations.call_deferred()
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func sync_animations() -> void:
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animator.seek(BeltManager.sync_time,true)
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func _draw() -> void:
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for i in range(inventory.capacity):
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if inventory.internal_array[i].amount > 0:
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@ -23,41 +16,20 @@ func _process(delta: float) -> void:
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func calculate_position(index: int) -> Vector2:
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var indexed_part = 16.0 / inventory.capacity
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match structure_parent.facing:
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Structure.Facing.RIGHT:
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return Vector2.LEFT*8 + Vector2.RIGHT * indexed_part * (index + inventory.progress_array[index])
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Structure.Facing.DOWN:
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return Vector2.UP*8 + Vector2.DOWN * indexed_part * (index + inventory.progress_array[index])
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Structure.Facing.LEFT:
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return Vector2.RIGHT*8 + Vector2.LEFT * indexed_part * (index + inventory.progress_array[index])
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Structure.Facing.UP:
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return Vector2.DOWN*8 + Vector2.UP * indexed_part * (index + inventory.progress_array[index])
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return Vector2.ZERO
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return -structure_parent.direction_vector()*8 + structure_parent.direction_vector() * indexed_part * (index + inventory.progress_array[index])
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func get_next() -> Structure:
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var faced_vector = Structure.facing_to_vector(structure_parent.facing)
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return structure_parent.get_relative(faced_vector)
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return structure_parent.get_relative(structure_parent.direction_vector())
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func try_transfer(structure : Structure) -> void:
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if structure == null or inventory.internal_array[inventory.capacity-1].amount == 0:
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return
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var last_slot = inventory.internal_array[inventory.capacity-1]
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var ang_diff = Globals.facing_difference(structure_parent.facing,structure.facing)
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var ang_diff = structure_parent.direction_difference(structure)
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if structure.inventory.can_add_from_side(ang_diff,last_slot.held_item) == false:
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return
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last_slot.merge_stack(structure.inventory.add_from_side(last_slot.extract(),ang_diff))
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if last_slot.amount == 0:
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inventory.sort()
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func _on_conveyor_switched_facing(to: Structure.Facing) -> void:
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match to:
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Structure.Facing.RIGHT:
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animator.play("right")
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Structure.Facing.DOWN:
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animator.play("down")
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Structure.Facing.LEFT:
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animator.play("left")
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Structure.Facing.UP:
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animator.play("up")
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sync_animations()
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4
scripts/structures/belt_animation_sync.gd
Normal file
4
scripts/structures/belt_animation_sync.gd
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@ -0,0 +1,4 @@
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extends AnimationPlayer
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func _ready() -> void:
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seek.call_deferred(BeltManager.sync_time, true)
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1
scripts/structures/belt_animation_sync.gd.uid
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1
scripts/structures/belt_animation_sync.gd.uid
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@ -0,0 +1 @@
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uid://drsty3i1820ha
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12
scripts/structures/directional_sprite.gd
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12
scripts/structures/directional_sprite.gd
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@ -0,0 +1,12 @@
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extends Sprite2D
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@export var textures : Array[Texture]
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@export var structure : Structure
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func _ready() -> void:
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structure.changed_direction.connect(on_direction_changed)
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func on_direction_changed(to: float, max_directions: int) -> void:
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var indexed_direction = to*max_directions/TAU
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texture = textures[indexed_direction]
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1
scripts/structures/directional_sprite.gd.uid
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1
scripts/structures/directional_sprite.gd.uid
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@ -0,0 +1 @@
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uid://lchhqigib2t0
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