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Some Ghost refactoring

This commit is contained in:
Steffo 2023-10-08 03:56:29 +02:00
parent 35095a84dd
commit 8845b7a480
Signed by: steffo
GPG key ID: 2A24051445686895
12 changed files with 216 additions and 52 deletions

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@ -1,8 +1,27 @@
extends Area2D extends Area2D
class_name Ghost class_name Ghost
## Ghost previewing the instantiation of a scene. ## Ghost previewing the instantiation of a scene.
## Color to modulate this with if the body currently isn't overlapping anything.
@export var valid_color: Color = Color.WHITE
## Color to modulate this with if the body currently is overlapping something.
@export var invalid_color: Color = Color.RED
## The [Instantiator] to use to spawn the ghosted item.
@onready var instantiator: Instantiator = $Instantiator
## The [OverlapChecker] to use to see if a solid block is overlapping the ghost.
@onready var overlap_checker: OverlapChecker = $OverlapChecker
## The [PlaceableAreaChecker] to use to see if the ghost is currently inside the placeable area.
@onready var placeable_area_checker: PlaceableAreaChecker = $PlaceableAreaChecker
## The [OverlapFreer] to use to delete the [PhysicsBody2D] behind the ghost before instantiation.
@onready var overlap_freer: OverlapFreer = $OverlapFreer
## The [CollisionShape2D] to use to check for placement checks. ## The [CollisionShape2D] to use to check for placement checks.
## ##
## MUST consist of a [RectangleShape2D]. ## MUST consist of a [RectangleShape2D].
@ -27,19 +46,6 @@ class_name Ghost
if preview_sprite: if preview_sprite:
preview_sprite.texture = value preview_sprite.texture = value
## Whether the ghost can be placed at the current location of the ghost.
##
## Computed by checking if [placement_shape] overlaps any entity and is inside the [PlacementArea] of the [Bottle].
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:
preview_sprite.modulate = Color(1.0, 0.0, 0.0, 0.5)
func _ready(): func _ready():
collision_mask = collision_mask_prevent_placement | collision_mask_delete_placement collision_mask = collision_mask_prevent_placement | collision_mask_delete_placement
@ -51,37 +57,22 @@ func _physics_process(_delta: float):
update_can_place() update_can_place()
var can_place: bool:
get:
return can_place
set(value):
can_place = value
modulate = valid_color if value else invalid_color
## Update the value of [can_place]. ## Update the value of [can_place].
# DIRTY HACK: Relies on the placeable area being perfectly surrounded by solid bodies. # DIRTY HACK: Relies on the placeable area being perfectly surrounded by solid bodies.
func update_can_place(): func update_can_place() -> void:
var no_overlapping_bodies: bool = true can_place = overlap_checker.is_overlapping_with == null and placeable_area_checker.is_overlapping_with != null
var overlapping_bodies = get_overlapping_bodies()
for body in overlapping_bodies:
if body is TileMap:
no_overlapping_bodies = false
elif body is PhysicsBody2D:
var body_prevents_placement = bool(body.collision_layer & collision_mask_prevent_placement)
no_overlapping_bodies = no_overlapping_bodies and not body_prevents_placement
var is_in_placeable_area: bool = false
var overlapping_areas = get_overlapping_areas()
for area in overlapping_areas:
if area is PlaceableArea:
is_in_placeable_area = true
can_place = no_overlapping_bodies and is_in_placeable_area
## The [PackedScene] that this node should instantiate.
@export var scene_to_instantiate: PackedScene
## The [Node] instatiated scenes should be added as children to.
@export var target: Node
## Emitted when the [materialize] function has finished executing.
signal materialized(node: Node)
func materialize(): func materialize():
# Compatibility stub for Instantiator
if not can_place: if not can_place:
return null return null
var overlapping_bodies = get_overlapping_bodies() var overlapping_bodies = get_overlapping_bodies()
@ -89,9 +80,6 @@ func materialize():
if body is PhysicsBody2D: if body is PhysicsBody2D:
if body.collision_layer & collision_mask_delete_placement: if body.collision_layer & collision_mask_delete_placement:
body.queue_free() body.queue_free()
var instantiated = scene_to_instantiate.instantiate() var inst = instantiator.instantiate()
instantiated.global_position = global_position # TODO: Remove this
instantiated.rotation = rotation return inst
target.add_child(instantiated)
materialized.emit(instantiated)
return instantiated

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@ -1,8 +1,12 @@
[gd_scene load_steps=4 format=3 uid="uid://qtk4tm6l367w"] [gd_scene load_steps=8 format=3 uid="uid://qtk4tm6l367w"]
[ext_resource type="Script" path="res://interface/ghost/ghost.gd" id="1_1bq64"] [ext_resource type="Script" path="res://interface/ghost/ghost.gd" id="1_1bq64"]
[ext_resource type="PackedScene" uid="uid://c3p0jdf7416ac" path="res://converters/full_converter_shape.tscn" id="2_bo8dp"] [ext_resource type="PackedScene" uid="uid://c3p0jdf7416ac" path="res://converters/full_converter_shape.tscn" id="2_bo8dp"]
[ext_resource type="PackedScene" uid="uid://cgpjm06hleokk" path="res://interface/ghost/precise_placement.tscn" id="3_70ahv"] [ext_resource type="PackedScene" uid="uid://cgpjm06hleokk" path="res://interface/ghost/precise_touch_placer.tscn" id="3_70ahv"]
[ext_resource type="PackedScene" uid="uid://dhrtfpyfsdf3f" path="res://interface/ghost/instantiator.tscn" id="4_f7fmh"]
[ext_resource type="PackedScene" uid="uid://cm3gvvcsh8i7a" path="res://interface/overlap_checker.tscn" id="5_twds7"]
[ext_resource type="PackedScene" uid="uid://bu3alsb2ufaxu" path="res://interface/ghost/overlap_freer.tscn" id="6_y1rxa"]
[ext_resource type="PackedScene" uid="uid://blk5uc5ta7nwq" path="res://interface/placeable_area_checker.tscn" id="7_wemqm"]
[node name="Ghost" type="Area2D"] [node name="Ghost" type="Area2D"]
collision_layer = 0 collision_layer = 0
@ -19,4 +23,12 @@ scale = Vector2(2.5, 2.5)
modulate = Color(1, 1, 1, 0.5) modulate = Color(1, 1, 1, 0.5)
z_index = 10 z_index = 10
[node name="PrecisePlacement" parent="." instance=ExtResource("3_70ahv")] [node name="PreciseTouchPlacer" parent="." instance=ExtResource("3_70ahv")]
[node name="Instantiator" parent="." instance=ExtResource("4_f7fmh")]
[node name="OverlapChecker" parent="." instance=ExtResource("5_twds7")]
[node name="OverlapFreer" parent="." instance=ExtResource("6_y1rxa")]
[node name="PlaceableAreaChecker" parent="." instance=ExtResource("7_wemqm")]

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@ -0,0 +1,27 @@
extends Node
class_name Instantiator
## The [PackedScene] that this node should instantiate.
@export var scene_to_instantiate: PackedScene
## The [Node] instantiated scenes should be attached to.
@export var container: Node
## The [Node2D] instantiated scenes should get properties from.
@onready var target: Node2D = get_parent()
func instantiate():
var inst = scene_to_instantiate.instantiate()
inst.global_position = target.global_position
inst.rotation = target.rotation
container.add_child(inst)
instantiated.emit(inst)
# TODO: Remove this
return inst
## Emitted when the [instantiate] function has finished executing.
signal instantiated(new_scene: Node)

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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://dhrtfpyfsdf3f"]
[ext_resource type="Script" path="res://interface/ghost/instantiator.gd" id="1_waf2e"]
[node name="Instantiator" type="Node"]
script = ExtResource("1_waf2e")

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@ -0,0 +1,37 @@
extends Node
class_name OverlapFreer
## Layers to consider when checking overlap with [PhysicBody2D].
@export_flags_2d_physics var overlap_mask: int
## Whether [TileMap]s should be considered in collisions or not.
##
## Their [collision_layer]s are always ignored.
@export var overlap_with_tilemap: bool = false
## The [Area2D] this script should act on.
@onready var target: Area2D = get_parent()
## Get all bodies overlapping the [target].
func get_all_overlapping_bodies() -> Array[Node2D]:
var bodies: Array[Node2D] = []
for body in target.get_overlapping_bodies():
if body is TileMap:
if overlap_with_tilemap:
bodies.append(body)
elif body is PhysicsBody2D:
if body.collision_layer & overlap_mask:
bodies.append(body)
return bodies
## Emitted when a body is about to be [queue_free]d.
signal body_queueing_free(body: Node2D)
## Queue free all overlapping bodies.
func area_queue_free() -> void:
for body in get_all_overlapping_bodies():
body_queueing_free.emit(body)
body.queue_free()

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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://bu3alsb2ufaxu"]
[ext_resource type="Script" path="res://interface/ghost/overlap_freer.gd" id="1_vr3yj"]
[node name="OverlapFreer" type="Node"]
script = ExtResource("1_vr3yj")

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@ -1,5 +1,5 @@
extends Node extends Node
class_name PrecisePlacement class_name PreciseTouchPlacer
## The degrees to rotate by when rotation is quantized. ## The degrees to rotate by when rotation is quantized.

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@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://cgpjm06hleokk"] [gd_scene load_steps=2 format=3 uid="uid://cgpjm06hleokk"]
[ext_resource type="Script" path="res://interface/ghost/precise_placement.gd" id="1_e7b5h"] [ext_resource type="Script" path="res://interface/ghost/precise_touch_placer.gd" id="1_e7b5h"]
[node name="PrecisePlacement" type="Node"] [node name="PreciseTouchPlacer" type="Node"]
script = ExtResource("1_e7b5h") script = ExtResource("1_e7b5h")

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@ -0,0 +1,45 @@
extends Node
class_name OverlapChecker
## Layers to consider when checking overlap with [PhysicBody2D].
@export_flags_2d_physics var overlap_mask: int
## Whether [TileMap]s should be considered in collisions or not.
##
## Their [collision_layer]s are always ignored.
@export var overlap_with_tilemap: bool = true
## The [Area2D] this script should act on.
@onready var target: Area2D = get_parent()
## What the [target] object is currently overlapping with.
var is_overlapping_with: Node2D = null
## Get the first body overlapping the [target].
func get_first_overlapping_body() -> Node2D:
for body in target.get_overlapping_bodies():
if body is TileMap:
if overlap_with_tilemap:
return body
elif body is PhysicsBody2D:
if body.collision_layer & overlap_mask:
return body
return null
## Update the [is_overlapping_with] variable.
func _update_is_overlapping_with() -> void:
var current_overlap = get_first_overlapping_body()
if current_overlap != is_overlapping_with:
overlap_changing.emit(current_overlap)
is_overlapping_with = current_overlap
## Emitted when the value of [is_overlapping_with] changes because of [_update_is_overlapping_with].
signal overlap_changing(to: Node2D)
## Calculate overlap on every physics frame.
func _physics_process(_delta):
_update_is_overlapping_with()

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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://cm3gvvcsh8i7a"]
[ext_resource type="Script" path="res://interface/overlap_checker.gd" id="1_s3ksv"]
[node name="OverlapChecker" type="Node"]
script = ExtResource("1_s3ksv")

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@ -0,0 +1,31 @@
extends Node
class_name PlaceableAreaChecker
## The [Area2D] this script should act on.
@onready var target: Area2D = get_parent()
## What the [target] object is currently overlapping with.
var is_overlapping_with: PlaceableArea = null
## Get the first [PlaceableArea] overlapping the [target].
func get_first_overlapping_placeable_area() -> PlaceableArea:
for area in target.get_overlapping_areas():
if area is PlaceableArea:
return area
return null
## Emitted when the value of [is_overlapping_with] changes because of [_update_is_overlapping_with].
signal overlap_changing(to: PlaceableArea)
func _update_is_overlapping_with() -> void:
var current_overlap = get_first_overlapping_placeable_area()
if current_overlap != is_overlapping_with:
overlap_changing.emit(current_overlap)
is_overlapping_with = current_overlap
## Calculate overlap on every physics frame.
func _physics_process(_delta):
_update_is_overlapping_with()

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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://blk5uc5ta7nwq"]
[ext_resource type="Script" path="res://interface/placeable_area_checker.gd" id="1_yyb05"]
[node name="PlaceableAreaChecker" type="Node"]
script = ExtResource("1_yyb05")