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Sort some things with the shop but I'm not sure what the error currently means

This commit is contained in:
Steffo 2023-10-13 02:04:43 +02:00
parent 432d82af55
commit a6650e6140
Signed by: steffo
GPG key ID: 2A24051445686895
8 changed files with 85 additions and 36 deletions

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@ -88,9 +88,8 @@ func update_counter_icon():
else: else:
store_collector_texturerect.texture = null store_collector_texturerect.texture = null
func _on_ghost_requested(scene: PackedScene, texture: Texture2D): func _on_ghost_requested(item: PurchasableItem):
ghost.scene_to_instantiate = scene ghost.COMPAT_set_to_purchasable_item(item)
ghost.preview_texture = texture
ghost.process_mode = Node.PROCESS_MODE_INHERIT ghost.process_mode = Node.PROCESS_MODE_INHERIT
ghost.show() ghost.show()

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@ -14,7 +14,7 @@ class_name ShopItem
## The item type to collect to purchase the item. ## The item type to collect to purchase the item.
## ##
## If null, counts the items' value. ## If null, counts the items' value.
@export var cost_tag: StringPath @export var cost_tag: StringName
## The quantity of items to collect to purchase the item. ## The quantity of items to collect to purchase the item.
## ##
@ -24,8 +24,21 @@ class_name ShopItem
## The shape that the ghost should use to determine if the item's placement is valid. ## The shape that the ghost should use to determine if the item's placement is valid.
## ##
## Concave shapes might have problems interacting with the placeable area. ## Concave shapes might have problems interacting with the placeable area.
##
## May be null if the purchase does not involve the placement of an item.
@export var placement_shape: Shape2D @export var placement_shape: Shape2D
## The texture that should be rendered when the ghost is placing this item.
##
## Will be made transparent and modulated to red by the ghost.
##
## May be null if the purchase does not involve the placement of an item.
@export var placement_texture: Texture2D
## The scene to instantiate when the purchase is complete.
##
## May be null if the purchase does not involve the placement of an item.
@export var placement_scene: PackedScene
## What to do when this item is purchased. ## What to do when this item is purchased.
signal on_purchase signal on_purchase

6
game/shop_item.tscn Normal file
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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://ct4sh7f8qnyob"]
[ext_resource type="Script" path="res://game/shop_item.gd" id="1_8e5vp"]
[node name="ShopItem" type="Node"]
script = ExtResource("1_8e5vp")

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@ -30,34 +30,65 @@ class_name Ghost
## The [Sprite2D] node previewing the scene. ## The [Sprite2D] node previewing the scene.
@onready var preview_sprite: Sprite2D = $PlacementShape/PreviewSprite @onready var preview_sprite: Sprite2D = $PlacementShape/PreviewSprite
## The position the ghost should have when a new body starts being placed.
@onready var starting_position: Vector2 = position
var can_place: bool = false ## The rotation the ghost should have when a new body starts being placed.
@onready var starting_rotation_radians: float = rotation
## Whether this object can currently be placed.
var can_place: bool = false:
get:
return can_place
set(value):
if value != can_place:
can_place_changed.emit(value)
can_place = value
modulate = valid_color if value else invalid_color
## Emitted when [can_place] changes value.
signal can_place_changed(to: bool)
func _ready(): func _ready():
# Initialize the Area's collision mask # Initialize the Area's collision mask
collision_mask = overlap_checker.collision_mask | placeable_area_checker.collision_mask | overlap_freer.collision_mask collision_mask = overlap_checker.overlap_mask | placeable_area_checker.overlap_mask | overlap_freer.overlap_mask
## Update the value of [can_place]. ## Update the value of [can_place].
func update_state(): func update_state():
# 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.
can_place = overlap_checker.is_overlapping_with == null and placeable_area_checker.is_overlapping_with != null can_place = overlap_checker.is_overlapping_with == null and placeable_area_checker.is_overlapping_with != null
## For retro-compatibility, configure this for the placement of a [PurchasableItem].
func COMPAT_set_to_purchasable_item(pi: PurchasableItem):
instantiator.scene_to_instantiate = pi.item_scene
placement_shape.shape = pi.get_node("ConverterPlacementBody").get_node("FullConverterShape").shape
placement_shape.scale = pi.item_scene.scale
preview_sprite.texture = pi.item_icon
position = starting_position
rotation = starting_rotation_radians
## Configure this for the placement of a [ShopItem].
func set_to_shop_item(si: ShopItem): func set_to_shop_item(si: ShopItem):
pass instantiator.scene_to_instantiate = si.placement_scene
placement_shape.shape = si.placement_shape # TODO: Hmmm. Not the best interface.
placement_shape.scale = si.placement_scene.scale
preview_sprite.texture = si.placement_texture
position = starting_position
rotation = starting_rotation_radians
## Emitted when [materialize] is called.
signal materialized(what: Node)
func materialize(): ## Try to materialize the scene, returning it if the instantiation was successful, or null if it wasn't.
# Compatibility stub for Instantiator ##
## Remember to try the placement again if this returns null!
func materialize() -> Node:
if not can_place: if not can_place:
return null return null
var overlapping_bodies = get_overlapping_bodies() overlap_freer.area_queue_free()
for body in overlapping_bodies:
if body is PhysicsBody2D:
if body.collision_layer & collision_mask_delete_placement:
body.queue_free()
var inst = instantiator.instantiate() var inst = instantiator.instantiate()
# TODO: Remove this materialized.emit(inst)
return inst return inst

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@ -13,13 +13,9 @@ collision_layer = 0
collision_mask = 4294967295 collision_mask = 4294967295
input_pickable = false input_pickable = false
script = ExtResource("1_1bq64") script = ExtResource("1_1bq64")
valid_color = null
invalid_color = null
collision_mask_prevent_placement = 16
collision_mask_delete_placement = 4
[node name="PlacementShape" parent="." instance=ExtResource("2_bo8dp")] [node name="PlacementShape" parent="." instance=ExtResource("2_bo8dp")]
scale = Vector2(2.5, 2.5) shape = null
[node name="PreviewSprite" type="Sprite2D" parent="PlacementShape"] [node name="PreviewSprite" type="Sprite2D" parent="PlacementShape"]
modulate = Color(1, 1, 1, 0.5) modulate = Color(1, 1, 1, 0.5)

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@ -28,10 +28,14 @@ func get_all_overlapping_bodies() -> Array[Node2D]:
return bodies return bodies
## Emitted when a body is about to be [queue_free]d. ## Emitted when a body is about to be [queue_free]d.
signal body_queueing_free(body: Node2D) signal queueing_free(body: Node2D)
## Queue free the passed nodes.
func mass_queue_free(nodes: Array[Node2D]):
for node in nodes:
queueing_free.emit(node)
node.queue_free()
## Queue free all overlapping bodies. ## Queue free all overlapping bodies.
func area_queue_free() -> void: func area_queue_free() -> void:
for body in get_all_overlapping_bodies(): mass_queue_free(get_all_overlapping_bodies())
body_queueing_free.emit(body)
body.queue_free()

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@ -90,25 +90,25 @@ var has_bought: bool:
## Emitted when a purchase has started. ## Emitted when a purchase has started.
signal purchase_begin signal purchase_begin(what: PurchasableItem)
## Emitted when a purchase is cancelled. ## Emitted when a purchase is cancelled.
signal purchase_cancel signal purchase_cancel(what: PurchasableItem)
## Emitted when a purchase is completed. ## Emitted when a purchase is completed.
## ##
## Emitted by complete_purchase(). ## Emitted by complete_purchase().
signal purchase_success signal purchase_success(what: PurchasableItem)
func _on_buy_button_pressed(): func _on_buy_button_pressed():
if is_buying: if is_buying:
is_buying = false is_buying = false
purchase_cancel.emit() purchase_cancel.emit(self)
else: else:
is_buying = true is_buying = true
purchase_begin.emit() purchase_begin.emit(self)
func complete_purchase(): func complete_purchase():
is_buying = false is_buying = false
purchase_success.emit() purchase_success.emit(self)

View file

@ -23,14 +23,14 @@ signal purchase_success(what: PurchasableItem)
## Array of all PurchasableItems that this ShopUI should control. ## Array of all PurchasableItems that this ShopUI should control.
@onready var purchasable_items: Array[Node] = find_children("*", "PurchasableItem") @onready var purchasable_items: Array[Node] = find_children("*", "PurchasableItem")
signal ghost_requested(scene: PackedScene, texture: Texture2D) signal ghost_requested(what: PurchasableItem)
func _ready(): func _ready():
for item in purchasable_items: for item in purchasable_items:
item.purchase_begin.connect(_on_any_purchase_begin.bind(item)) item.purchase_begin.connect(_on_any_purchase_begin)
item.purchase_cancel.connect(_on_any_purchase_cancel.bind(item)) item.purchase_cancel.connect(_on_any_purchase_cancel)
item.purchase_success.connect(_on_any_purchase_success.bind(item)) item.purchase_success.connect(_on_any_purchase_success)
func _on_any_purchase_begin(what: Node): func _on_any_purchase_begin(what: Node):
if not what is PurchasableItem: if not what is PurchasableItem:
@ -38,7 +38,7 @@ func _on_any_purchase_begin(what: Node):
return return
delete_button.disabled = true delete_button.disabled = true
if what.item_scene: if what.item_scene:
ghost_requested.emit(what.item_scene, what.item_icon) ghost_requested.emit(what)
purchase_begin.emit(what) purchase_begin.emit(what)
set_all_can_buy(false, what) set_all_can_buy(false, what)