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Only materialize if there's room

This commit is contained in:
Steffo 2023-10-02 20:28:08 +02:00
parent 13d4813526
commit 850612104b
Signed by: steffo
GPG key ID: 2A24051445686895
4 changed files with 18 additions and 5 deletions

View file

@ -49,7 +49,4 @@ volume_db = -24.397
wait_time = 2.108
one_shot = true
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
[connection signal="body_exited" from="." to="." method="_on_body_exited"]
[connection signal="sleeping_state_changed" from="." to="." method="_on_sleeping_state_changed"]
[connection signal="collected" from="Collectible" to="Collectible" method="_on_done"]

View file

@ -92,6 +92,8 @@ func _on_ghost_requested(scene: PackedScene, texture: Texture2D):
func _on_ghost_materialize():
var instantiated = ghost.materialize()
if not instantiated:
return #TODO FIXME
var spawner = instantiated.find_child("Spawner")
if spawner != null:
spawner.target = self

View file

@ -82,7 +82,7 @@ scene = ExtResource("13_4j8om")
target = NodePath("..")
buffer_cap = 1
spawn_rect = Rect2(-20, 0, 40, 0)
overlapping_body_count_limit = 128
overlapping_body_count_limit = 16
metadata/_edit_lock_ = true
[node name="NeckShape" type="CollisionShape2D" parent="DebugSpawner"]

View file

@ -34,6 +34,7 @@ var can_place: bool:
get:
return can_place
set(value):
can_place = value
if value:
preview_sprite.modulate = Color(1.0, 1.0, 1.0, 0.5)
else:
@ -70,8 +71,9 @@ func _input(event: InputEvent):
position += delta
last_input_event = event
## Update the value of [can_place].
# DIRTY HACK: Relies on the placeable area being perfectly surrounded by solid bodies.
func _physics_process(_delta: float):
func update_can_place():
var no_overlapping_bodies: bool = true
var overlapping_bodies = get_overlapping_bodies()
for body in overlapping_bodies:
@ -87,6 +89,7 @@ func _physics_process(_delta: float):
if area is PlaceableArea:
is_in_placeable_area = true
print("[Ghost] No overlap: ", no_overlapping_bodies, " | In area: ", is_in_placeable_area)
can_place = no_overlapping_bodies and is_in_placeable_area
@ -99,7 +102,18 @@ func _physics_process(_delta: float):
## Emitted when the [materialize] function has finished executing.
signal materialized(node: Node)
func _physics_process(_delta: float):
update_can_place()
func materialize():
if not can_place:
return null
var overlapping_bodies = get_overlapping_bodies()
for body in overlapping_bodies:
if body is PhysicsBody2D:
if body.collision_layer & collision_mask_delete_placement:
body.queue_free()
var instantiated = scene_to_instantiate.instantiate()
instantiated.global_position = global_position
instantiated.rotation = rotation