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Color red entities that would be deleted on placement

This commit is contained in:
Steffo 2023-10-13 23:51:55 +02:00
parent d78f353431
commit 903c69e61b
Signed by: steffo
GPG key ID: 2A24051445686895
3 changed files with 50 additions and 11 deletions

View file

@ -57,8 +57,6 @@ func _ready():
## Update the value of [can_place].
func update_state():
overlap_checker.update_is_overlapping_with()
placeable_area_checker.update_is_overlapping_with()
# DIRTY HACK: Relies on the placeable area being perfectly surrounded by solid bodies.
can_place = overlap_checker.is_overlapping_with == null and placeable_area_checker.is_overlapping_with != null
@ -103,8 +101,31 @@ func materialize() -> Node:
func _on_moved(_from, _to):
overlap_checker.update_is_overlapping_with()
overlap_freer.update_is_overlapping_with()
placeable_area_checker.update_is_overlapping_with()
update_state()
func _on_rotated_radians(_from, _to):
overlap_checker.update_is_overlapping_with()
overlap_freer.update_is_overlapping_with()
placeable_area_checker.update_is_overlapping_with()
update_state()
func _on_area_entered(_area):
placeable_area_checker.update_is_overlapping_with()
update_state()
func _on_area_exited(_area):
placeable_area_checker.update_is_overlapping_with()
update_state()
func _on_body_entered(_body):
overlap_checker.update_is_overlapping_with()
overlap_freer.update_is_overlapping_with()
update_state()
func _on_body_exited(_body):
overlap_checker.update_is_overlapping_with()
overlap_freer.update_is_overlapping_with()
update_state()

View file

@ -34,9 +34,9 @@ overlap_mask = 16
[node name="OverlapFreer" parent="." instance=ExtResource("6_y1rxa")]
overlap_mask = 4
[connection signal="area_entered" from="." to="PlaceableAreaChecker" method="update_is_overlapping_with"]
[connection signal="area_exited" from="." to="PlaceableAreaChecker" method="update_is_overlapping_with"]
[connection signal="body_entered" from="." to="OverlapChecker" method="update_is_overlapping_with"]
[connection signal="body_exited" from="." to="OverlapChecker" method="update_is_overlapping_with"]
[connection signal="area_entered" from="." to="." method="_on_area_entered"]
[connection signal="area_exited" from="." to="." method="_on_area_exited"]
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
[connection signal="body_exited" from="." to="." method="_on_body_exited"]
[connection signal="moved" from="PreciseTouchPlacer" to="." method="_on_moved"]
[connection signal="rotated_radians" from="PreciseTouchPlacer" to="." method="_on_rotated_radians"]

View file

@ -11,12 +11,30 @@ class_name OverlapFreer
@export var overlap_with_tilemap: bool = false
## Color to restore modulation on objects that wouldn't be deleted anymore.
@export var valid_color: Color = Color.WHITE
## Color to modulate objects that would be deleted if [area_queue_free] was called right now.
@export var invalid_color: Color = Color.RED
var is_overlapping_with: Array[Node2D] = []:
get:
return is_overlapping_with
set(value):
for body in is_overlapping_with:
body.modulate = valid_color
for body in value:
body.modulate = invalid_color
is_overlapping_with = value
## 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]:
func update_is_overlapping_with() -> void:
var bodies: Array[Node2D] = []
for body in target.get_overlapping_bodies():
if body is TileMap:
@ -25,9 +43,9 @@ func get_all_overlapping_bodies() -> Array[Node2D]:
elif body is PhysicsBody2D:
if body.collision_layer & overlap_mask:
bodies.append(body)
return bodies
is_overlapping_with = bodies
## Emitted when a body is about to be [queue_free]d.
## Emitted when a body is about to be [queue_free]d by [area_queue_free].
signal queueing_free(body: Node2D)
## Queue free the passed nodes.
@ -38,4 +56,4 @@ func mass_queue_free(nodes: Array[Node2D]):
## Queue free all overlapping bodies.
func area_queue_free() -> void:
mass_queue_free(get_all_overlapping_bodies())
mass_queue_free(is_overlapping_with)