2023-10-02 13:12:08 +00:00
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extends Area2D
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class_name Ghost
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## Ghost previewing the instantiation of a scene.
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2023-10-08 01:56:29 +00:00
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## Color to modulate this with if the body currently isn't overlapping anything.
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@export var valid_color: Color = Color.WHITE
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## Color to modulate this with if the body currently is overlapping something.
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@export var invalid_color: Color = Color.RED
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## The [Instantiator] to use to spawn the ghosted item.
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@onready var instantiator: Instantiator = $Instantiator
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## The [OverlapChecker] to use to see if a solid block is overlapping the ghost.
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@onready var overlap_checker: OverlapChecker = $OverlapChecker
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## The [PlaceableAreaChecker] to use to see if the ghost is currently inside the placeable area.
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@onready var placeable_area_checker: PlaceableAreaChecker = $PlaceableAreaChecker
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## The [OverlapFreer] to use to delete the [PhysicsBody2D] behind the ghost before instantiation.
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@onready var overlap_freer: OverlapFreer = $OverlapFreer
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## The [CollisionShape2D] to use to check for placement checks.
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##
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## MUST consist of a [RectangleShape2D].
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@onready var placement_shape: CollisionShape2D = $PlacementShape
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## The [Sprite2D] node previewing the scene.
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@onready var preview_sprite: Sprite2D = $PlacementShape/PreviewSprite
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2023-10-02 16:29:05 +00:00
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2023-10-12 19:45:52 +00:00
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var can_place: bool = false
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2023-10-05 22:09:24 +00:00
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func _ready():
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# Initialize the Area's collision mask
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collision_mask = overlap_checker.collision_mask | placeable_area_checker.collision_mask | overlap_freer.collision_mask
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## Update the value of [can_place].
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func update_state():
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# DIRTY HACK: Relies on the placeable area being perfectly surrounded by solid bodies.
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can_place = overlap_checker.is_overlapping_with == null and placeable_area_checker.is_overlapping_with != null
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func set_to_shop_item(si: ShopItem):
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pass
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func materialize():
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# Compatibility stub for Instantiator
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if not can_place:
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return null
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var overlapping_bodies = get_overlapping_bodies()
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for body in overlapping_bodies:
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if body is PhysicsBody2D:
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if body.collision_layer & collision_mask_delete_placement:
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body.queue_free()
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var inst = instantiator.instantiate()
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# TODO: Remove this
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return inst
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