Added navigation on ocean
parent
2652bbbfa8
commit
611e93aa47
|
@ -115,18 +115,38 @@ margin_right = 573.0
|
|||
margin_bottom = 27.0
|
||||
text = "(0,0)"
|
||||
|
||||
[node name="VSeparator" type="VSeparator" parent="World/UI/TopContainer"]
|
||||
[node name="TileType" type="Label" parent="World/UI/TopContainer"]
|
||||
margin_left = 577.0
|
||||
margin_right = 581.0
|
||||
margin_top = 13.0
|
||||
margin_right = 600.0
|
||||
margin_bottom = 27.0
|
||||
text = "Tile"
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="TileTypeValue" type="Label" parent="World/UI/TopContainer"]
|
||||
margin_left = 604.0
|
||||
margin_top = 13.0
|
||||
margin_right = 638.0
|
||||
margin_bottom = 27.0
|
||||
text = "None"
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="VSeparator" type="VSeparator" parent="World/UI/TopContainer"]
|
||||
margin_left = 642.0
|
||||
margin_right = 646.0
|
||||
margin_bottom = 40.0
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="FPSValue" type="Label" parent="World/UI/TopContainer"]
|
||||
margin_left = 585.0
|
||||
margin_left = 650.0
|
||||
margin_top = 13.0
|
||||
margin_right = 593.0
|
||||
margin_right = 658.0
|
||||
margin_bottom = 27.0
|
||||
text = "0"
|
||||
align = 2
|
||||
|
@ -233,6 +253,7 @@ rect_pivot_offset = Vector2( -1239.87, 282.07 )
|
|||
toggle_mode = true
|
||||
group = SubResource( 3 )
|
||||
text = "Grass"
|
||||
|
||||
[connection signal="toggled" from="World/UI/TopContainer/EditIslandButton" to="Editor" method="_on_EditIslandButton_toggled"]
|
||||
[connection signal="pressed" from="World/UI/TopContainer/Button" to="World" method="_on_generate_button_pressed"]
|
||||
[connection signal="value_changed" from="Editor/UI/Editor/IslandIndex" to="Editor" method="_on_IslandIndex_value_changed"]
|
||||
|
|
|
@ -108,6 +108,13 @@ func check_overlap(other):
|
|||
return rect_world.intersects(rect_world_other)
|
||||
|
||||
|
||||
func get_tile_by_world_coord(world_coord: Vector2):
|
||||
var center_world = Globals.WorldToHexCenter(world_coord - offset_world)
|
||||
if center_world in tiles.keys():
|
||||
return tiles[center_world]
|
||||
return null
|
||||
|
||||
|
||||
func calc_rect_world():
|
||||
var rect_world = Rect2(rect_local)
|
||||
rect_world.position = transform.origin + rect_world.position + offset_world
|
||||
|
|
|
@ -11,6 +11,7 @@ onready var OffsetValueLabel = get_node("UI/TopContainer/OffsetValue")
|
|||
onready var ZoomValueLabel = get_node("UI/TopContainer/ZoomValue")
|
||||
onready var HexCoordValueLabel = get_node("UI/TopContainer/HexCoordValue")
|
||||
onready var WorldCoordValueLabel = get_node("UI/TopContainer/WorldCoordValue")
|
||||
onready var TileTypeValueLabel = get_node("UI/TopContainer/TileTypeValue")
|
||||
onready var PlayerChar = get_node("PlayerChar")
|
||||
onready var PlayerBoat = get_node("PlayerBoat")
|
||||
onready var FPSValueLabel = get_node("UI/TopContainer/FPSValue")
|
||||
|
@ -25,6 +26,7 @@ var drag_start = null
|
|||
var target = Vector2()
|
||||
var tile_data = {}
|
||||
var current_island = null
|
||||
var player_navigation_path = []
|
||||
|
||||
|
||||
func _ready():
|
||||
|
@ -46,10 +48,19 @@ func clear_islands():
|
|||
func _process(_delta):
|
||||
WorldCamera.offset = PlayerChar.position
|
||||
PlayerBoat.transform.origin = PlayerChar.transform.origin
|
||||
|
||||
if len(player_navigation_path) > 1:
|
||||
var player_coord = Globals.WorldToHexCenter(PlayerChar.transform.origin)
|
||||
print (player_coord, " nav_path_0 ", player_navigation_path[0])
|
||||
if (player_coord - player_navigation_path[0]).length_squared() < 0.1:
|
||||
player_navigation_path.remove(0)
|
||||
|
||||
if len(player_navigation_path) > 0:
|
||||
PlayerChar.target = player_navigation_path[0]
|
||||
pass
|
||||
|
||||
|
||||
func check_island_overlap(new_island):
|
||||
func check_island_location_valid(new_island):
|
||||
var islands = Islands.get_children()
|
||||
|
||||
for island in islands:
|
||||
|
@ -59,6 +70,15 @@ func check_island_overlap(new_island):
|
|||
return false
|
||||
|
||||
|
||||
func get_tile_type(world_coord: Vector2):
|
||||
for island in Islands.get_children():
|
||||
var tile = island.get_tile_by_world_coord(world_coord)
|
||||
if tile != null:
|
||||
return tile
|
||||
|
||||
return null
|
||||
|
||||
|
||||
func add_island_at(file_name, offset_world: Vector2):
|
||||
var island = Island.new()
|
||||
island.load_island(file_name)
|
||||
|
@ -68,6 +88,12 @@ func add_island_at(file_name, offset_world: Vector2):
|
|||
|
||||
func populate_ocean_grid():
|
||||
Globals.OceanGrid.remove_obstacles(Globals.OceanGrid.get_obstacles())
|
||||
Globals.OceanGrid.set_bounds(Vector2.ONE * -500, Vector2.ONE * 500)
|
||||
|
||||
for island in Islands.get_children():
|
||||
for tile in island.tiles.keys():
|
||||
var grid_coords = Globals.WorldToHex(tile + island.offset_world)
|
||||
Globals.OceanGrid.add_obstacles(grid_coords)
|
||||
|
||||
|
||||
func generate():
|
||||
|
@ -88,19 +114,19 @@ func generate():
|
|||
var rand_coord = Vector2(rng.randi_range(-radius, radius), rng.randi_range(-radius, radius))
|
||||
island.offset_world = Globals.WorldToHexCenter(rand_coord)
|
||||
|
||||
var overlapping = check_island_overlap(island)
|
||||
var location_valid = check_island_location_valid(island)
|
||||
var overlap_retry_num = 0
|
||||
var overlap_retry_max = 10
|
||||
while overlapping and overlap_retry_num < overlap_retry_max:
|
||||
while location_valid and overlap_retry_num < overlap_retry_max:
|
||||
if overlap_retry_num % 4 == 0:
|
||||
radius = radius + 500
|
||||
overlap_retry_num = overlap_retry_num + 1
|
||||
|
||||
rand_coord = Vector2(rng.randi_range(-radius, radius), rng.randi_range(-radius, radius))
|
||||
island.offset_world = Globals.WorldToHexCenter(rand_coord)
|
||||
overlapping = check_island_overlap(island)
|
||||
location_valid = check_island_location_valid(island)
|
||||
|
||||
if overlapping:
|
||||
if location_valid:
|
||||
print ("Could not place island!")
|
||||
else:
|
||||
print ("Placed after " + str(overlap_retry_num) + " retries.")
|
||||
|
@ -109,13 +135,26 @@ func generate():
|
|||
populate_ocean_grid()
|
||||
|
||||
|
||||
func update_player_navigation_target(target_world: Vector2):
|
||||
var start_coord = Globals.WorldToHex(PlayerChar.transform.origin)
|
||||
var goal_coord = Globals.WorldToHex(target_world)
|
||||
|
||||
var path = Globals.OceanGrid.find_path(start_coord, goal_coord)
|
||||
player_navigation_path = []
|
||||
for p in path:
|
||||
player_navigation_path.append(Globals.HexToWorld(p.axial_coords))
|
||||
|
||||
if len(player_navigation_path) > 1:
|
||||
PlayerChar.target = player_navigation_path[1]
|
||||
|
||||
update()
|
||||
|
||||
|
||||
func handle_game_event(event):
|
||||
if event is InputEventMouseButton:
|
||||
# Move main character
|
||||
if event.pressed and event.button_index == BUTTON_LEFT:
|
||||
PlayerChar.target = Globals.HexGrid.get_hex_center(Globals.ScreenToHex(event.position, WorldCamera))
|
||||
return true
|
||||
update_player_navigation_target (Globals.HexGrid.get_hex_center(Globals.ScreenToHex(event.position, WorldCamera)))
|
||||
|
||||
return false
|
||||
|
||||
|
@ -142,11 +181,14 @@ func _unhandled_input(event):
|
|||
hex_hover = Globals.ScreenToHex(event.position, WorldCamera)
|
||||
GridHighlight.pos = hex_hover
|
||||
HexCoordValueLabel.text = str(hex_hover)
|
||||
var world_coord = Globals.ScreenToWorld(event.position, WorldCamera)
|
||||
var tile_type = get_tile_type(world_coord)
|
||||
if tile_type != null:
|
||||
TileTypeValueLabel.text = tile_type
|
||||
else:
|
||||
TileTypeValueLabel.text = "None"
|
||||
|
||||
# Islands.get_children()[1].offset_world = Globals.HexToWorld(hex_hover)
|
||||
# Islands.get_children()[1].update()
|
||||
|
||||
WorldCoordValueLabel.text = str(Globals.ScreenToWorld(event.position, WorldCamera))
|
||||
WorldCoordValueLabel.text = str(world_coord)
|
||||
|
||||
if is_dragging:
|
||||
WorldCamera.offset = (drag_start - event.position) * WorldCamera.zoom.x
|
||||
|
@ -193,3 +235,14 @@ func load_world(path: String):
|
|||
|
||||
func _on_generate_button_pressed():
|
||||
generate()
|
||||
|
||||
func _draw():
|
||||
var nav_path_len = len(player_navigation_path)
|
||||
if nav_path_len > 0:
|
||||
var last_point = player_navigation_path[0]
|
||||
draw_circle(last_point, 5, "#f200f2")
|
||||
for i in range (1, nav_path_len):
|
||||
var cur_point = player_navigation_path[i]
|
||||
draw_line (last_point, cur_point, "#f200f2")
|
||||
draw_circle(cur_point, 5, "#f200f2")
|
||||
last_point = cur_point
|
||||
|
|
Loading…
Reference in New Issue