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https://github.com/Steffo99/swear-jar.git
synced 2024-11-21 15:24:18 +00:00
Sort some things with the shop but I'm not sure what the error currently means
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parent
432d82af55
commit
a6650e6140
8 changed files with 85 additions and 36 deletions
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@ -88,9 +88,8 @@ func update_counter_icon():
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else:
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store_collector_texturerect.texture = null
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func _on_ghost_requested(scene: PackedScene, texture: Texture2D):
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ghost.scene_to_instantiate = scene
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ghost.preview_texture = texture
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func _on_ghost_requested(item: PurchasableItem):
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ghost.COMPAT_set_to_purchasable_item(item)
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ghost.process_mode = Node.PROCESS_MODE_INHERIT
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ghost.show()
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@ -14,7 +14,7 @@ class_name ShopItem
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## The item type to collect to purchase the item.
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##
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## If null, counts the items' value.
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@export var cost_tag: StringPath
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@export var cost_tag: StringName
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## The quantity of items to collect to purchase the item.
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##
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@ -24,8 +24,21 @@ class_name ShopItem
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## The shape that the ghost should use to determine if the item's placement is valid.
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##
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## Concave shapes might have problems interacting with the placeable area.
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##
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## May be null if the purchase does not involve the placement of an item.
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@export var placement_shape: Shape2D
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## The texture that should be rendered when the ghost is placing this item.
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##
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## Will be made transparent and modulated to red by the ghost.
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##
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## May be null if the purchase does not involve the placement of an item.
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@export var placement_texture: Texture2D
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## The scene to instantiate when the purchase is complete.
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##
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## May be null if the purchase does not involve the placement of an item.
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@export var placement_scene: PackedScene
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## What to do when this item is purchased.
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signal on_purchase
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6
game/shop_item.tscn
Normal file
6
game/shop_item.tscn
Normal file
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@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=3 uid="uid://ct4sh7f8qnyob"]
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[ext_resource type="Script" path="res://game/shop_item.gd" id="1_8e5vp"]
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[node name="ShopItem" type="Node"]
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script = ExtResource("1_8e5vp")
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@ -30,34 +30,65 @@ class_name Ghost
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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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## The position the ghost should have when a new body starts being placed.
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@onready var starting_position: Vector2 = position
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var can_place: bool = false
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## The rotation the ghost should have when a new body starts being placed.
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@onready var starting_rotation_radians: float = rotation
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## Whether this object can currently be placed.
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var can_place: bool = false:
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get:
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return can_place
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set(value):
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if value != can_place:
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can_place_changed.emit(value)
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can_place = value
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modulate = valid_color if value else invalid_color
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## Emitted when [can_place] changes value.
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signal can_place_changed(to: bool)
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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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collision_mask = overlap_checker.overlap_mask | placeable_area_checker.overlap_mask | overlap_freer.overlap_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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## For retro-compatibility, configure this for the placement of a [PurchasableItem].
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func COMPAT_set_to_purchasable_item(pi: PurchasableItem):
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instantiator.scene_to_instantiate = pi.item_scene
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placement_shape.shape = pi.get_node("ConverterPlacementBody").get_node("FullConverterShape").shape
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placement_shape.scale = pi.item_scene.scale
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preview_sprite.texture = pi.item_icon
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position = starting_position
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rotation = starting_rotation_radians
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## Configure this for the placement of a [ShopItem].
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func set_to_shop_item(si: ShopItem):
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pass
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instantiator.scene_to_instantiate = si.placement_scene
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placement_shape.shape = si.placement_shape # TODO: Hmmm. Not the best interface.
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placement_shape.scale = si.placement_scene.scale
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preview_sprite.texture = si.placement_texture
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position = starting_position
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rotation = starting_rotation_radians
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## Emitted when [materialize] is called.
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signal materialized(what: Node)
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func materialize():
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# Compatibility stub for Instantiator
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## Try to materialize the scene, returning it if the instantiation was successful, or null if it wasn't.
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##
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## Remember to try the placement again if this returns null!
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func materialize() -> Node:
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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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overlap_freer.area_queue_free()
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var inst = instantiator.instantiate()
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# TODO: Remove this
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materialized.emit(inst)
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return inst
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@ -13,13 +13,9 @@ collision_layer = 0
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collision_mask = 4294967295
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input_pickable = false
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script = ExtResource("1_1bq64")
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valid_color = null
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invalid_color = null
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collision_mask_prevent_placement = 16
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collision_mask_delete_placement = 4
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[node name="PlacementShape" parent="." instance=ExtResource("2_bo8dp")]
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scale = Vector2(2.5, 2.5)
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shape = null
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[node name="PreviewSprite" type="Sprite2D" parent="PlacementShape"]
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modulate = Color(1, 1, 1, 0.5)
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@ -28,10 +28,14 @@ func get_all_overlapping_bodies() -> Array[Node2D]:
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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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signal queueing_free(body: Node2D)
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## Queue free the passed nodes.
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func mass_queue_free(nodes: Array[Node2D]):
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for node in nodes:
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queueing_free.emit(node)
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node.queue_free()
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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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mass_queue_free(get_all_overlapping_bodies())
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@ -90,25 +90,25 @@ var has_bought: bool:
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## Emitted when a purchase has started.
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signal purchase_begin
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signal purchase_begin(what: PurchasableItem)
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## Emitted when a purchase is cancelled.
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signal purchase_cancel
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signal purchase_cancel(what: PurchasableItem)
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## Emitted when a purchase is completed.
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##
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## Emitted by complete_purchase().
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signal purchase_success
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signal purchase_success(what: PurchasableItem)
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func _on_buy_button_pressed():
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if is_buying:
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is_buying = false
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purchase_cancel.emit()
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purchase_cancel.emit(self)
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else:
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is_buying = true
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purchase_begin.emit()
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purchase_begin.emit(self)
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func complete_purchase():
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is_buying = false
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purchase_success.emit()
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purchase_success.emit(self)
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@ -23,14 +23,14 @@ signal purchase_success(what: PurchasableItem)
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## Array of all PurchasableItems that this ShopUI should control.
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@onready var purchasable_items: Array[Node] = find_children("*", "PurchasableItem")
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signal ghost_requested(scene: PackedScene, texture: Texture2D)
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signal ghost_requested(what: PurchasableItem)
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func _ready():
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for item in purchasable_items:
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item.purchase_begin.connect(_on_any_purchase_begin.bind(item))
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item.purchase_cancel.connect(_on_any_purchase_cancel.bind(item))
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item.purchase_success.connect(_on_any_purchase_success.bind(item))
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item.purchase_begin.connect(_on_any_purchase_begin)
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item.purchase_cancel.connect(_on_any_purchase_cancel)
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item.purchase_success.connect(_on_any_purchase_success)
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func _on_any_purchase_begin(what: Node):
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if not what is PurchasableItem:
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@ -38,7 +38,7 @@ func _on_any_purchase_begin(what: Node):
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return
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delete_button.disabled = true
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if what.item_scene:
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ghost_requested.emit(what.item_scene, what.item_icon)
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ghost_requested.emit(what)
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purchase_begin.emit(what)
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set_all_can_buy(false, what)
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