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https://github.com/Steffo99/swear-jar.git
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Some Ghost
refactoring
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parent
35095a84dd
commit
8845b7a480
12 changed files with 216 additions and 52 deletions
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@ -1,8 +1,27 @@
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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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## 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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@ -27,19 +46,6 @@ class_name Ghost
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if preview_sprite:
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preview_sprite.texture = value
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## Whether the ghost can be placed at the current location of the ghost.
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##
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## Computed by checking if [placement_shape] overlaps any entity and is inside the [PlacementArea] of the [Bottle].
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var can_place: bool:
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get:
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return can_place
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set(value):
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can_place = value
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if value:
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preview_sprite.modulate = Color(1.0, 1.0, 1.0, 0.5)
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else:
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preview_sprite.modulate = Color(1.0, 0.0, 0.0, 0.5)
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func _ready():
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collision_mask = collision_mask_prevent_placement | collision_mask_delete_placement
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@ -51,37 +57,22 @@ func _physics_process(_delta: float):
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update_can_place()
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var can_place: bool:
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get:
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return can_place
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set(value):
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can_place = value
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modulate = valid_color if value else invalid_color
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## Update the value of [can_place].
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# DIRTY HACK: Relies on the placeable area being perfectly surrounded by solid bodies.
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func update_can_place():
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var no_overlapping_bodies: bool = true
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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 TileMap:
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no_overlapping_bodies = false
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elif body is PhysicsBody2D:
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var body_prevents_placement = bool(body.collision_layer & collision_mask_prevent_placement)
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no_overlapping_bodies = no_overlapping_bodies and not body_prevents_placement
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func update_can_place() -> void:
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can_place = overlap_checker.is_overlapping_with == null and placeable_area_checker.is_overlapping_with != null
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var is_in_placeable_area: bool = false
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var overlapping_areas = get_overlapping_areas()
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for area in overlapping_areas:
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if area is PlaceableArea:
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is_in_placeable_area = true
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can_place = no_overlapping_bodies and is_in_placeable_area
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## The [PackedScene] that this node should instantiate.
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@export var scene_to_instantiate: PackedScene
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## The [Node] instatiated scenes should be added as children to.
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@export var target: Node
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## Emitted when the [materialize] function has finished executing.
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signal materialized(node: Node)
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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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@ -89,9 +80,6 @@ func materialize():
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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 instantiated = scene_to_instantiate.instantiate()
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instantiated.global_position = global_position
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instantiated.rotation = rotation
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target.add_child(instantiated)
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materialized.emit(instantiated)
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return instantiated
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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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@ -1,8 +1,12 @@
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[gd_scene load_steps=4 format=3 uid="uid://qtk4tm6l367w"]
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[gd_scene load_steps=8 format=3 uid="uid://qtk4tm6l367w"]
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[ext_resource type="Script" path="res://interface/ghost/ghost.gd" id="1_1bq64"]
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[ext_resource type="PackedScene" uid="uid://c3p0jdf7416ac" path="res://converters/full_converter_shape.tscn" id="2_bo8dp"]
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[ext_resource type="PackedScene" uid="uid://cgpjm06hleokk" path="res://interface/ghost/precise_placement.tscn" id="3_70ahv"]
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[ext_resource type="PackedScene" uid="uid://cgpjm06hleokk" path="res://interface/ghost/precise_touch_placer.tscn" id="3_70ahv"]
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[ext_resource type="PackedScene" uid="uid://dhrtfpyfsdf3f" path="res://interface/ghost/instantiator.tscn" id="4_f7fmh"]
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[ext_resource type="PackedScene" uid="uid://cm3gvvcsh8i7a" path="res://interface/overlap_checker.tscn" id="5_twds7"]
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[ext_resource type="PackedScene" uid="uid://bu3alsb2ufaxu" path="res://interface/ghost/overlap_freer.tscn" id="6_y1rxa"]
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[ext_resource type="PackedScene" uid="uid://blk5uc5ta7nwq" path="res://interface/placeable_area_checker.tscn" id="7_wemqm"]
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[node name="Ghost" type="Area2D"]
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collision_layer = 0
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@ -19,4 +23,12 @@ scale = Vector2(2.5, 2.5)
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modulate = Color(1, 1, 1, 0.5)
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z_index = 10
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[node name="PrecisePlacement" parent="." instance=ExtResource("3_70ahv")]
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[node name="PreciseTouchPlacer" parent="." instance=ExtResource("3_70ahv")]
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[node name="Instantiator" parent="." instance=ExtResource("4_f7fmh")]
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[node name="OverlapChecker" parent="." instance=ExtResource("5_twds7")]
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[node name="OverlapFreer" parent="." instance=ExtResource("6_y1rxa")]
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[node name="PlaceableAreaChecker" parent="." instance=ExtResource("7_wemqm")]
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27
interface/ghost/instantiator.gd
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27
interface/ghost/instantiator.gd
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extends Node
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class_name Instantiator
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## The [PackedScene] that this node should instantiate.
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@export var scene_to_instantiate: PackedScene
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## The [Node] instantiated scenes should be attached to.
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@export var container: Node
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## The [Node2D] instantiated scenes should get properties from.
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@onready var target: Node2D = get_parent()
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func instantiate():
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var inst = scene_to_instantiate.instantiate()
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inst.global_position = target.global_position
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inst.rotation = target.rotation
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container.add_child(inst)
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instantiated.emit(inst)
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# TODO: Remove this
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return inst
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## Emitted when the [instantiate] function has finished executing.
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signal instantiated(new_scene: Node)
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6
interface/ghost/instantiator.tscn
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6
interface/ghost/instantiator.tscn
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[gd_scene load_steps=2 format=3 uid="uid://dhrtfpyfsdf3f"]
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[ext_resource type="Script" path="res://interface/ghost/instantiator.gd" id="1_waf2e"]
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[node name="Instantiator" type="Node"]
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script = ExtResource("1_waf2e")
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37
interface/ghost/overlap_freer.gd
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37
interface/ghost/overlap_freer.gd
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extends Node
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class_name OverlapFreer
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## Layers to consider when checking overlap with [PhysicBody2D].
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@export_flags_2d_physics var overlap_mask: int
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## Whether [TileMap]s should be considered in collisions or not.
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##
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## Their [collision_layer]s are always ignored.
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@export var overlap_with_tilemap: bool = false
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## The [Area2D] this script should act on.
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@onready var target: Area2D = get_parent()
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## Get all bodies overlapping the [target].
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func get_all_overlapping_bodies() -> Array[Node2D]:
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var bodies: Array[Node2D] = []
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for body in target.get_overlapping_bodies():
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if body is TileMap:
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if overlap_with_tilemap:
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bodies.append(body)
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elif body is PhysicsBody2D:
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if body.collision_layer & overlap_mask:
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bodies.append(body)
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return bodies
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## Emitted when a body is about to be [queue_free]d.
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signal body_queueing_free(body: Node2D)
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## Queue free all overlapping bodies.
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func area_queue_free() -> void:
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for body in get_all_overlapping_bodies():
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body_queueing_free.emit(body)
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body.queue_free()
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6
interface/ghost/overlap_freer.tscn
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6
interface/ghost/overlap_freer.tscn
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[gd_scene load_steps=2 format=3 uid="uid://bu3alsb2ufaxu"]
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[ext_resource type="Script" path="res://interface/ghost/overlap_freer.gd" id="1_vr3yj"]
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[node name="OverlapFreer" type="Node"]
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script = ExtResource("1_vr3yj")
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@ -1,5 +1,5 @@
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extends Node
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class_name PrecisePlacement
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class_name PreciseTouchPlacer
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## The degrees to rotate by when rotation is quantized.
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@ -1,6 +1,6 @@
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[gd_scene load_steps=2 format=3 uid="uid://cgpjm06hleokk"]
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[ext_resource type="Script" path="res://interface/ghost/precise_placement.gd" id="1_e7b5h"]
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[ext_resource type="Script" path="res://interface/ghost/precise_touch_placer.gd" id="1_e7b5h"]
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[node name="PrecisePlacement" type="Node"]
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[node name="PreciseTouchPlacer" type="Node"]
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script = ExtResource("1_e7b5h")
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45
interface/overlap_checker.gd
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45
interface/overlap_checker.gd
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extends Node
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class_name OverlapChecker
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## Layers to consider when checking overlap with [PhysicBody2D].
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@export_flags_2d_physics var overlap_mask: int
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## Whether [TileMap]s should be considered in collisions or not.
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##
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## Their [collision_layer]s are always ignored.
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@export var overlap_with_tilemap: bool = true
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## The [Area2D] this script should act on.
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@onready var target: Area2D = get_parent()
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## What the [target] object is currently overlapping with.
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var is_overlapping_with: Node2D = null
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## Get the first body overlapping the [target].
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func get_first_overlapping_body() -> Node2D:
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for body in target.get_overlapping_bodies():
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if body is TileMap:
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if overlap_with_tilemap:
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return body
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elif body is PhysicsBody2D:
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if body.collision_layer & overlap_mask:
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return body
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return null
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## Update the [is_overlapping_with] variable.
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func _update_is_overlapping_with() -> void:
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var current_overlap = get_first_overlapping_body()
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if current_overlap != is_overlapping_with:
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overlap_changing.emit(current_overlap)
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is_overlapping_with = current_overlap
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## Emitted when the value of [is_overlapping_with] changes because of [_update_is_overlapping_with].
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signal overlap_changing(to: Node2D)
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## Calculate overlap on every physics frame.
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func _physics_process(_delta):
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_update_is_overlapping_with()
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6
interface/overlap_checker.tscn
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6
interface/overlap_checker.tscn
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[gd_scene load_steps=2 format=3 uid="uid://cm3gvvcsh8i7a"]
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[ext_resource type="Script" path="res://interface/overlap_checker.gd" id="1_s3ksv"]
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[node name="OverlapChecker" type="Node"]
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script = ExtResource("1_s3ksv")
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31
interface/placeable_area_checker.gd
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31
interface/placeable_area_checker.gd
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extends Node
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class_name PlaceableAreaChecker
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## The [Area2D] this script should act on.
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@onready var target: Area2D = get_parent()
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## What the [target] object is currently overlapping with.
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var is_overlapping_with: PlaceableArea = null
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## Get the first [PlaceableArea] overlapping the [target].
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func get_first_overlapping_placeable_area() -> PlaceableArea:
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for area in target.get_overlapping_areas():
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if area is PlaceableArea:
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return area
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return null
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## Emitted when the value of [is_overlapping_with] changes because of [_update_is_overlapping_with].
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signal overlap_changing(to: PlaceableArea)
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func _update_is_overlapping_with() -> void:
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var current_overlap = get_first_overlapping_placeable_area()
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if current_overlap != is_overlapping_with:
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overlap_changing.emit(current_overlap)
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is_overlapping_with = current_overlap
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## Calculate overlap on every physics frame.
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func _physics_process(_delta):
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_update_is_overlapping_with()
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6
interface/placeable_area_checker.tscn
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6
interface/placeable_area_checker.tscn
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[gd_scene load_steps=2 format=3 uid="uid://blk5uc5ta7nwq"]
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[ext_resource type="Script" path="res://interface/placeable_area_checker.gd" id="1_yyb05"]
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[node name="PlaceableAreaChecker" type="Node"]
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script = ExtResource("1_yyb05")
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