diff options
Diffstat (limited to 'client/game.gd')
-rw-r--r-- | client/game.gd | 53 |
1 files changed, 20 insertions, 33 deletions
diff --git a/client/game.gd b/client/game.gd index 76ea21f0..b36b40a0 100644 --- a/client/game.gd +++ b/client/game.gd @@ -19,17 +19,19 @@ extends Node3D @onready var camera: FollowCamera = $FollowCamera @onready var mp: Multiplayer = $Multiplayer +@onready var map: Map = $Map @onready var marker: Marker = $Marker + var marker_target = Vector3(0,0,0) var player_id: int = -1 var item_names: Array = [] var tile_names: Array = [] +var tile_id_by_name: Dictionary = {} var tile_collide: Array = [] var tile_interact: Array = [] var item_idx_from_name: Dictionary = {} -var tile_by_pos: Dictionary = {} var players := {} @@ -56,6 +58,9 @@ func _ready(): tile_names = tile_names_ tile_collide = tile_collide_ tile_interact = tile_interact_ + tile_id_by_name = {} + for id in tile_names.size(): + tile_id_by_name[tile_names[id]] = id item_idx_from_name.clear() for i in range(item_names.size()): @@ -78,8 +83,7 @@ func _ready(): ) mp.set_tile.connect(set_tile) - - mp.remove_tile.connect(remove_tile_if_exists) + mp.remove_tile.connect(set_tile) mp.position.connect(func(player: int, pos: Vector2, rot: float): var player_instance: Player = players[player] @@ -98,7 +102,7 @@ func _ready(): ) mp.set_tile_item.connect(func(tile: Vector2i, item: int): - var t: Tile = tile_by_pos[str(tile)][1] + var t: Tile = map.get_tile_instance(tile) var i = ItemFactory.produce(item_names[item], t.item_base) add_child(i) i.name = item_names[item] @@ -106,7 +110,7 @@ func _ready(): ) mp.remove_tile_item.connect(func(tile: Vector2i): - var t: Tile = tile_by_pos[str(tile)][1] + var t: Tile = map.get_tile_instance(tile) t.take_item().queue_free() ) @@ -124,24 +128,24 @@ func _ready(): ) mp.take_item.connect(func(tile: Vector2i, player: int): - var t: Tile = tile_by_pos[str(tile)][1] + var t: Tile = map.get_tile_instance(tile) var p: Player = players[player] p.take_item(t) ) mp.put_item.connect(func(tile: Vector2i, player: int): - var t: Tile = tile_by_pos[str(tile)][1] + var t: Tile = map.get_tile_instance(tile) var p: Player = players[player] p.put_item(t) ) mp.set_progress.connect(func(tile: Vector2i, progress: float, warn: bool): - var t: Tile = tile_by_pos[str(tile)][1] + var t: Tile = map.get_tile_instance(tile) t.progress(progress, warn) ) mp.set_finished.connect(func(tile: Vector2i, warn: bool): - var t: Tile = tile_by_pos[str(tile)][1] + var t: Tile = map.get_tile_instance(tile) t.finish(warn) ) @@ -166,33 +170,16 @@ func _process(delta): marker.position = lerp(marker.position, marker_target, delta * 40.0) func get_tile_collision(pos: Vector2i) -> bool: - var t = tile_by_pos.get(str(pos)) + var t = map.get_tile_name(pos) if t == null: return true - else: return tile_collide[t[0]] + else: return tile_collide[tile_id_by_name[t]] func get_tile_interactive(pos: Vector2i) -> bool: - var t = tile_by_pos.get(str(pos)) + var t = map.get_tile_name(pos) if t == null: return false - else: return tile_interact[t[0]] - -func set_tile(tile: Vector2i, kind: int, neighbors: Array): - remove_tile_if_exists(tile) - var node_name = str(tile) - var tile_name: String = tile_names[kind] - neighbors = neighbors.map(func (x): return tile_names[x] if x != null else null) - var instance: Tile = TileFactory.produce(tile_name, node_name, neighbors) + else: return tile_interact[tile_id_by_name[t]] - instance.position = Vector3(tile[0], 0, tile[1]) - tile_by_pos[node_name] = [kind, instance] - add_child(instance) +func set_tile(tile: Vector2i, kind = null, neighbors = null): + if neighbors != null: neighbors = neighbors.map(func (x): return tile_names[x] if x != null else null) + map.set_tile(tile, tile_names[kind], neighbors) -func remove_tile_if_exists(pos: Vector2i): - var node_name = str(pos) - var current = tile_by_pos.get(node_name) - if current != null: - var tile: Tile = current[1] - if tile.item != null: - tile.item.queue_free() - tile_by_pos.erase(node_name) - tile.name += "_queued_free" - tile.queue_free() |