Строительство и удаление базовых структур.

This commit is contained in:
DIvan2000 2024-12-07 20:58:52 +04:00
parent 77973c54c6
commit 2c207b94fb
11 changed files with 386 additions and 38 deletions

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@ -26,7 +26,30 @@ window/stretch/aspect="keep_width"
project/assembly_name="TestProject" project/assembly_name="TestProject"
[editor_plugins]
enabled=PackedStringArray("res://addons/sprite_painter/plugin.cfg")
[input]
left_click={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
left_mouse={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(92, 19),"global_position":Vector2(101, 65),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
right_mouse={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":2,"position":Vector2(277, 13),"global_position":Vector2(286, 59),"factor":1.0,"button_index":2,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
[rendering] [rendering]
textures/canvas_textures/default_texture_filter=0
renderer/rendering_method="gl_compatibility" renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility" renderer/rendering_method.mobile="gl_compatibility"

7
selection.tscn Normal file
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@ -0,0 +1,7 @@
[gd_scene load_steps=2 format=3 uid="uid://dyvpxcmnnre1i"]
[ext_resource type="Texture2D" uid="uid://dq0at84j2c0av" path="res://assets/selection.png" id="1_1haqg"]
[node name="Selection" type="Sprite2D"]
z_index = 1024
texture = ExtResource("1_1haqg")

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@ -12,7 +12,9 @@ enum StructType {
MEDICAL_ROOM, # 8. Медицинский Модуль MEDICAL_ROOM, # 8. Медицинский Модуль
GEOLOGICAL_ROOM, # 9. Геологический Модуль GEOLOGICAL_ROOM, # 9. Геологический Модуль
RESOURCE_EXTRACTION_ROOM, # 10. Модуль Добычи и Переработки Ресурсов RESOURCE_EXTRACTION_ROOM, # 10. Модуль Добычи и Переработки Ресурсов
COMMUNICATIONS_ROOM # 11. Модуль Связи и Навигации_ COMMUNICATIONS_ROOM, # 11. Модуль Связи и Навигации_
V_WAY, H_WAY, WAY_UP, WAY_DOWN, WAY_LEFT, WAY_RIGHT,
} }
enum struct_fields { enum struct_fields {
@ -28,7 +30,43 @@ enum struct_fields {
struct_fields.SIZE: Vector2i(5,5), struct_fields.SIZE: Vector2i(5,5),
struct_fields.POS_ATLAS: Vector2i(0,0), struct_fields.POS_ATLAS: Vector2i(0,0),
struct_fields.LAYER: $buildings/buildings0 struct_fields.LAYER: $buildings/buildings0
} },
StructType.V_WAY: {
struct_fields.SOURCE_ID: 1,
struct_fields.SIZE: Vector2i(3,1),
struct_fields.POS_ATLAS: Vector2i(0,6),
struct_fields.LAYER: $buildings/buildings1
},
StructType.H_WAY: {
struct_fields.SOURCE_ID: 1,
struct_fields.SIZE: Vector2i(1,3),
struct_fields.POS_ATLAS: Vector2i(4,5),
struct_fields.LAYER: $buildings/buildings1
},
StructType.WAY_UP: {
struct_fields.SOURCE_ID: 1,
struct_fields.SIZE: Vector2i(3,1),
struct_fields.POS_ATLAS: Vector2i(0,5),
struct_fields.LAYER: $buildings/buildings1
},
StructType.WAY_DOWN: {
struct_fields.SOURCE_ID: 1,
struct_fields.SIZE: Vector2i(3,1),
struct_fields.POS_ATLAS: Vector2i(0,7),
struct_fields.LAYER: $buildings/buildings1
},
StructType.WAY_LEFT: {
struct_fields.SOURCE_ID: 1,
struct_fields.SIZE: Vector2i(1,3),
struct_fields.POS_ATLAS: Vector2i(3,5),
struct_fields.LAYER: $buildings/buildings1
},
StructType.WAY_RIGHT: {
struct_fields.SOURCE_ID: 1,
struct_fields.SIZE: Vector2i(1,3),
struct_fields.POS_ATLAS: Vector2i(5,5),
struct_fields.LAYER: $buildings/buildings1
},
} }
var layers: Array[TileMapLayer] var layers: Array[TileMapLayer]
@ -48,10 +86,57 @@ func _ready() -> void:
_list_childrens(self) _list_childrens(self)
func get_maxZ(tile_pos: Vector2i) -> int: func get_maxZ(tile_pos: Vector2i) -> int:
for layer in layers: var max_z: int = -1024
if layer.get_cell_source_id(tile_pos) != -1: for layer: TileMapLayer in layers:
return layer.z_index if layer.get_cell_source_id(tile_pos) != -1 and layer.z_index > max_z:
return -1 max_z = layer.z_index
return max_z
func get_toplayer(pos: Vector2i) -> TileMapLayer:
var toplayer: TileMapLayer = null
for layer: TileMapLayer in layers:
if layer.get_cell_tile_data(pos) != null:
if toplayer == null: toplayer = layer
elif layer.z_index > toplayer.z_index: toplayer = layer
return toplayer
func place_road(pos: Vector2i) -> bool:
var layer: TileMapLayer = layers_dict["roads"]
if get_maxZ(pos) >= layer.z_index:
return false
layer.set_cells_terrain_connect([pos], 0, 2, true)
return true
func erase_road(pos: Vector2i) -> bool:
var layer: TileMapLayer = layers_dict["roads"]
layer.erase_cell(pos)
return true
func place_way(pos1: Vector2i, pos2: Vector2i) -> bool:
if pos1.x == pos2.x and pos1.y == pos2.y: return false
if pos1.x != pos2.x and pos1.y != pos2.y: return false
var tiledata1: TileData = layers_dict["buildings0"].get_cell_tile_data(pos1)
var tiledata2: TileData = layers_dict["buildings0"].get_cell_tile_data(pos2)
if tiledata1 == null or tiledata2 == null: return false
if not (tiledata1.get_custom_data("is_center") and tiledata1.get_custom_data("struct_name")=="EMPTY_ROOM"): return false
if not (tiledata2.get_custom_data("is_center") and tiledata2.get_custom_data("struct_name")=="EMPTY_ROOM"): return false
if pos1.x != pos2.x:
if abs(pos1.x-pos2.x)<=5: return false
place_struct(Vector2i(min(pos1.x,pos2.x)+2, pos1.y), StructType.WAY_LEFT)
place_struct(Vector2i(max(pos1.x,pos2.x)-2, pos1.y), StructType.WAY_RIGHT)
for x in range(min(pos1.x,pos2.x)+3, max(pos1.x,pos2.x)-2):
place_struct(Vector2i(x, pos1.y), StructType.H_WAY)
if pos1.y != pos2.y:
if abs(pos1.y-pos2.y)<=5: return false
place_struct(Vector2i(pos1.x, min(pos1.y,pos2.y)+2), StructType.WAY_UP)
place_struct(Vector2i(pos1.x, max(pos1.y,pos2.y)-2), StructType.WAY_DOWN)
for y in range(min(pos1.y,pos2.y)+3, max(pos1.y,pos2.y)-2):
place_struct(Vector2i(pos1.x, y), StructType.V_WAY)
return true
func remove_struct(pos: Vector2i): func remove_struct(pos: Vector2i):
for layer in layers: for layer in layers:
@ -66,9 +151,31 @@ func remove_struct(pos: Vector2i):
layer.erase_cell(tile_pos) layer.erase_cell(tile_pos)
return return
func place_struct(pos: Vector2i, type: StructType): func destroy_building(pos: Vector2i, only_ways: bool = false):
for layer in layers:
var tiledata: TileData = layer.get_cell_tile_data(pos)
if tiledata != null and tiledata.get_custom_data("is_center"):
if tiledata.get_custom_data("struct_name") == "H_WAY":
remove_struct(pos)
destroy_building(pos+Vector2i.LEFT)
destroy_building(pos+Vector2i.RIGHT)
elif tiledata.get_custom_data("struct_name") == "V_WAY":
remove_struct(pos)
destroy_building(pos+Vector2i.UP)
destroy_building(pos+Vector2i.DOWN)
elif not only_ways and tiledata.get_custom_data("struct_name") == "EMPTY_ROOM":
remove_struct(pos)
destroy_building(pos+Vector2i.LEFT*3, true)
destroy_building(pos+Vector2i.RIGHT*3, true)
destroy_building(pos+Vector2i.UP*3, true)
destroy_building(pos+Vector2i.DOWN*3, true)
elif not only_ways:
remove_struct(pos)
return
func place_struct(pos: Vector2i, type: StructType) -> bool:
if not structs.has(type): if not structs.has(type):
return return false
var struct_size = structs[type][struct_fields.SIZE] var struct_size = structs[type][struct_fields.SIZE]
var layer = structs[type][struct_fields.LAYER] var layer = structs[type][struct_fields.LAYER]
var source_id = structs[type][struct_fields.SOURCE_ID] var source_id = structs[type][struct_fields.SOURCE_ID]
@ -82,10 +189,11 @@ func place_struct(pos: Vector2i, type: StructType):
var offset = Vector2i(x, y) var offset = Vector2i(x, y)
var tile_pos = pos+offset-half_size var tile_pos = pos+offset-half_size
if get_maxZ(tile_pos) >= layer.z_index: if get_maxZ(tile_pos) >= layer.z_index:
return return false
for x in range(struct_size.x): for x in range(struct_size.x):
for y in range(struct_size.y): for y in range(struct_size.y):
var offset = Vector2i(x, y) var offset = Vector2i(x, y)
var tile_pos = pos+offset-half_size var tile_pos = pos+offset-half_size
layer.set_cell(tile_pos, source_id, Vector2i(x,y)+pos_atlas) layer.set_cell(tile_pos, source_id, Vector2i(x,y)+pos_atlas)
return true

112
world.gd
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@ -1,27 +1,105 @@
extends Node2D extends Node2D
# Переменная для хранения ссылки на TileMap # Переменная для хранения ссылки на TileMap
@onready var buildings: TileMapLayer = $TileMap/buildings/buildings0
@onready var roads: TileMapLayer = $TileMap/roads
@onready var ground: TileMapLayer = $TileMap/ground @onready var ground: TileMapLayer = $TileMap/ground
@onready var tileMap: Node2D = $TileMap @onready var tileMap: Node2D = $TileMap
var is_drawing_road: bool = false # Флаг для отслеживания зажатия кнопки мыши const SELECTION_SCENE = preload("res://selection.tscn")
var is_drawing_mountian: bool = false # Флаг для отслеживания зажатия кнопки мыши
var selected_instrument: instruments
var selected_tile: Vector2i
var selected_tile2: Vector2i
var selected: bool
var selected2: bool
var selection: Node
var selection2: Node
var lmb: bool
var rmb: bool
func _ready(): func _ready():
pass selection = SELECTION_SCENE.instantiate()
selection2 = SELECTION_SCENE.instantiate()
add_child(selection)
add_child(selection2)
change_instrument(instruments.NULL)
enum instruments {
NULL,
DESTROY,
BUILD_ROOM,
BUILD_WAY,
BUILD_ROAD
}
func select_tile(pos: Vector2i) -> Vector2i:
var toplayer: TileMapLayer = tileMap.get_toplayer(pos)
var tiledata: TileData = toplayer.get_cell_tile_data(pos)
if tiledata == null: return pos
while tiledata.get_custom_data("center_direction") != Vector2i.ZERO:
pos+=tiledata.get_custom_data("center_direction")
tiledata = toplayer.get_cell_tile_data(pos)
return pos
func _physics_process(delta: float) -> void:
if Input.is_action_just_released("left_mouse") and lmb:
selected_tile = select_tile(ground.local_to_map(get_global_mouse_position()-tileMap.global_position))
selected = true
if Input.is_action_just_released("right_mouse") and rmb:
selected_tile2 = select_tile(ground.local_to_map(get_global_mouse_position()-tileMap.global_position))
selected2 = true
if Input.is_action_just_pressed("ui_cancel"):
change_instrument(instruments.NULL)
if Input.is_action_just_pressed("ui_right"):
change_instrument(selected_instrument+1)
if Input.is_action_just_pressed("ui_left"):
change_instrument(selected_instrument-1)
match selected_instrument:
instruments.NULL:
pass
instruments.DESTROY:
if Input.is_action_just_pressed("ui_accept") and selected:
tileMap.destroy_building(selected_tile)
instruments.BUILD_ROOM:
if Input.is_action_just_pressed("ui_accept") and selected:
tileMap.place_struct(selected_tile, tileMap.StructType.EMPTY_ROOM)
instruments.BUILD_WAY:
if Input.is_action_just_pressed("ui_accept") and selected:
tileMap.place_way(selected_tile, selected_tile2)
instruments.BUILD_ROAD:
selected_tile = ground.local_to_map(get_global_mouse_position()-tileMap.global_position)
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
tileMap.place_road(selected_tile)
elif Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
tileMap.erase_road(selected_tile)
selection.offset = ground.map_to_local(selected_tile)+tileMap.global_position
selection2.offset = ground.map_to_local(selected_tile2)+tileMap.global_position
func change_instrument(new: instruments):
selected_tile = Vector2i(-128, -128)
selected_tile2 = Vector2i(-128, -128)
selected = false
selected2 = false
selected_instrument = new
match selected_instrument:
instruments.NULL:
lmb = true
rmb = false
instruments.DESTROY:
lmb = true
rmb = false
instruments.BUILD_ROOM:
lmb = true
rmb = false
instruments.BUILD_WAY:
lmb = true
rmb = true
instruments.BUILD_ROAD:
lmb = true
rmb = false
func _input(event): func _input(event):
if event is InputEventMouseButton: pass
# Проверяем нажатие или отпускание левой кнопки мыши
if event.button_index == MOUSE_BUTTON_LEFT:
tileMap.place_struct(ground.local_to_map(get_global_mouse_position()-tileMap.global_position), tileMap.StructType.EMPTY_ROOM)
elif event.button_index == MOUSE_BUTTON_RIGHT:
tileMap.remove_struct(ground.local_to_map(get_global_mouse_position()-tileMap.global_position))
if event is InputEventMouseMotion and is_drawing_road:
# Получаем позицию мыши в мировых координатах
var current_tile:Vector2 = ground.local_to_map(get_global_mouse_position()-$TileMap.global_position)
if buildings.get_cell_source_id(current_tile) == -1:
roads.set_cells_terrain_connect([current_tile], 0, 2, true)

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