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10 Commits

22 changed files with 1181 additions and 128 deletions

3
UI/construct.gd Normal file
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extends Button
# Called when the node enters the

32
UI/control.tscn Normal file
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[gd_scene load_steps=2 format=3 uid="uid://ceju5kxboqm1r"]
[ext_resource type="Script" path="res://UI/construct.gd" id="1_g0ew0"]
[node name="Control" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="Construct" type="Button" parent="."]
layout_mode = 0
offset_right = 8.0
offset_bottom = 8.0
text = "Конструкция"
script = ExtResource("1_g0ew0")
[node name="Destroy" type="Button" parent="."]
layout_mode = 0
offset_top = 40.0
offset_right = 92.0
offset_bottom = 71.0
text = "Демонтаж"
[node name="Road" type="Button" parent="."]
layout_mode = 0
offset_top = 80.0
offset_right = 66.0
offset_bottom = 111.0
text = "Дорога"

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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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assets/moonbase1.png Normal file

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dqkc6jqfc6bxp"
path="res://.godot/imported/moonbase1.png-3dab277b7e316bd64644cfdb9a2e6cd4.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/moonbase1.png"
dest_files=["res://.godot/imported/moonbase1.png-3dab277b7e316bd64644cfdb9a2e6cd4.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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assets/moonnauts.png Normal file

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bhpnk3olpquth"
path="res://.godot/imported/moonnauts.png-9888b6b5f38f2c677f48207439089193.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/moonnauts.png"
dest_files=["res://.godot/imported/moonnauts.png-9888b6b5f38f2c677f48207439089193.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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assets/selection.png Normal file

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dq0at84j2c0av"
path="res://.godot/imported/selection.png-fb5449805f2ef00ca05e408b4d47d602.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/selection.png"
dest_files=["res://.godot/imported/selection.png-fb5449805f2ef00ca05e408b4d47d602.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@ -0,0 +1,146 @@
[preset.0]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="../export/windows/game.exe"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.0.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=0
binary_format/embed_pck=false
texture_format/s3tc_bptc=true
texture_format/etc2_astc=false
binary_format/architecture="x86_64"
codesign/enable=false
codesign/timestamp=true
codesign/timestamp_server_url=""
codesign/digest_algorithm=1
codesign/description=""
codesign/custom_options=PackedStringArray()
application/modify_resources=false
application/icon=""
application/console_wrapper_icon=""
application/icon_interpolation=4
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_description=""
application/copyright=""
application/trademarks=""
application/export_angle=0
application/export_d3d12=0
application/d3d12_agility_sdk_multiarch=true
ssh_remote_deploy/enabled=false
ssh_remote_deploy/host="user@host_ip"
ssh_remote_deploy/port="22"
ssh_remote_deploy/extra_args_ssh=""
ssh_remote_deploy/extra_args_scp=""
ssh_remote_deploy/run_script="Expand-Archive -LiteralPath '{temp_dir}\\{archive_name}' -DestinationPath '{temp_dir}'
$action = New-ScheduledTaskAction -Execute '{temp_dir}\\{exe_name}' -Argument '{cmd_args}'
$trigger = New-ScheduledTaskTrigger -Once -At 00:00
$settings = New-ScheduledTaskSettingsSet
$task = New-ScheduledTask -Action $action -Trigger $trigger -Settings $settings
Register-ScheduledTask godot_remote_debug -InputObject $task -Force:$true
Start-ScheduledTask -TaskName godot_remote_debug
while (Get-ScheduledTask -TaskName godot_remote_debug | ? State -eq running) { Start-Sleep -Milliseconds 100 }
Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue"
ssh_remote_deploy/cleanup_script="Stop-ScheduledTask -TaskName godot_remote_debug -ErrorAction:SilentlyContinue
Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue
Remove-Item -Recurse -Force '{temp_dir}'"
[preset.1]
name="Web"
platform="Web"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="../export/web/game.html"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.1.options]
custom_template/debug=""
custom_template/release=""
variant/extensions_support=false
variant/thread_support=false
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=false
html/export_icon=true
html/custom_html_shell=""
html/head_include=""
html/canvas_resize_policy=2
html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=false
progressive_web_app/enabled=false
progressive_web_app/ensure_cross_origin_isolation_headers=true
progressive_web_app/offline_page=""
progressive_web_app/display=1
progressive_web_app/orientation=0
progressive_web_app/icon_144x144=""
progressive_web_app/icon_180x180=""
progressive_web_app/icon_512x512=""
progressive_web_app/background_color=Color(0, 0, 0, 1)
[preset.2]
name="Linux"
platform="Linux"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="../export/linux/game.x86_64"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.2.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=false
texture_format/s3tc_bptc=true
texture_format/etc2_astc=false
binary_format/architecture="x86_64"
ssh_remote_deploy/enabled=false
ssh_remote_deploy/host="user@host_ip"
ssh_remote_deploy/port="22"
ssh_remote_deploy/extra_args_ssh=""
ssh_remote_deploy/extra_args_scp=""
ssh_remote_deploy/run_script="#!/usr/bin/env bash
export DISPLAY=:0
unzip -o -q \"{temp_dir}/{archive_name}\" -d \"{temp_dir}\"
\"{temp_dir}/{exe_name}\" {cmd_args}"
ssh_remote_deploy/cleanup_script="#!/usr/bin/env bash
kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")
rm -rf \"{temp_dir}\""

56
npc/npc.gd Normal file
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class_name NPC
extends Node2D
var id_path: Array[Vector2i]
var target: Vector2i
var speed: float = 1
var oxygen: float = 100
func is_walking() -> bool:
return not id_path.is_empty()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
randomize()
$Sprite2D.set_nation(randi()%$Sprite2D.Nations.max)
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void:
if id_path.is_empty(): return
var target_pos = Vector2(id_path.front()*World.tile_size)
global_position = global_position.move_toward(target_pos, speed)
if global_position.x < target_pos.x: $Sprite2D.flip_h = true
elif global_position.x > target_pos.x: $Sprite2D.flip_h = false
if global_position == target_pos:
id_path.pop_front()
set_target(target)
if $"../../TileMap".check_indoors(global_position/16):
set_spacesuit(false)
else:
set_spacesuit(true)
func set_spacesuit(suit: bool) -> void:
$Sprite2D.set_spacesuit(suit)
if suit: speed = 0.2
else: speed = 1
func set_target(pos: Vector2i):
var new_id_path = $"../../TileMap".astar_grid.get_id_path(
$"../../TileMap/ground".local_to_map(global_position+$"../../TileMap/ground".global_position),
target
).slice(1)
if not new_id_path.is_empty():
id_path = new_id_path
target = pos
else:
id_path = []
target = pos

21
npc/npc.tscn Normal file
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[gd_scene load_steps=5 format=3 uid="uid://cxueg5xm4buqk"]
[ext_resource type="Script" path="res://npc/npc.gd" id="1_m82ir"]
[ext_resource type="Texture2D" uid="uid://bhpnk3olpquth" path="res://assets/moonnauts.png" id="1_vgeae"]
[ext_resource type="Script" path="res://npc/sprite_2d.gd" id="2_jtl2q"]
[sub_resource type="AtlasTexture" id="AtlasTexture_2v0ml"]
resource_local_to_scene = true
atlas = ExtResource("1_vgeae")
region = Rect2(0, 0, 16, 16)
[node name="npc" type="Node2D"]
z_index = 32
z_as_relative = false
script = ExtResource("1_m82ir")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture_filter = 1
texture = SubResource("AtlasTexture_2v0ml")
centered = false
script = ExtResource("2_jtl2q")

27
npc/sprite_2d.gd Normal file
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extends Sprite2D
enum Nations {
ru = 0,
arab = 1,
chi = 2,
max,
}
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func set_spacesuit(suit: bool) -> void:
var atlas: AtlasTexture = texture
if suit: atlas.region.position.y = 0
else: atlas.region.position.y = 16
func set_nation(nation: Nations) -> void:
var atlas: AtlasTexture = texture
atlas.region.position.x = 16*nation

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@ -11,22 +11,71 @@ config_version=5
[application]
config/name="TestProject"
run/main_scene="res://world.tscn"
run/main_scene="res://world/world.tscn"
config/features=PackedStringArray("4.3", "GL Compatibility")
config/icon="res://assets/icon.svg"
[display]
window/size/viewport_width=1024
window/size/viewport_height=1024
window/size/viewport_width=640
window/size/viewport_height=480
window/size/mode=2
window/stretch/mode="canvas_items"
window/stretch/aspect="keep_width"
window/stretch/aspect="keep_height"
[dotnet]
project/assembly_name="TestProject"
[editor_plugins]
enabled=PackedStringArray()
[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)
]
}
zoom_in={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":0,"key_label":61,"unicode":61,"location":0,"echo":false,"script":null)
]
}
zoom_out={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":0,"key_label":45,"unicode":45,"location":0,"echo":false,"script":null)
]
}
1={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":49,"key_label":0,"unicode":49,"location":0,"echo":false,"script":null)
]
}
2={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":50,"key_label":0,"unicode":50,"location":0,"echo":false,"script":null)
]
}
3={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":51,"key_label":0,"unicode":51,"location":0,"echo":false,"script":null)
]
}
[rendering]
textures/canvas_textures/default_texture_filter=0
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

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@ -1,76 +0,0 @@
extends Node2D
enum StructType {
EMPTY_ROOM, # 0. Пустой модуль
RESIDENTIAL_ROOM, # 1. Жилой Модуль
LABORATORY_ROOM, # 2. Лабораторный Модуль
ENERGY_ROOM, # 3. Энергетический Модуль
FARM_ROOM, # 4. Фермерский Модуль
LIFE_SUPPORT_ROOM, # 5. Модуль Жизнеобеспечения
CONTROL_ROOM, # 6. Модуль Управления
OBSERVATORY_ROOM, # 7. Модуль Обсерватории
MEDICAL_ROOM, # 8. Медицинский Модуль
GEOLOGICAL_ROOM, # 9. Геологический Модуль
RESOURCE_EXTRACTION_ROOM, # 10. Модуль Добычи и Переработки Ресурсов
COMMUNICATIONS_ROOM # 11. Модуль Связи и Навигации
}
enum struct_fields {
SOURCE_ID,
SIZE,
POS_ATLAS,
LAYER
}
@onready var structs = {
StructType.EMPTY_ROOM: {
struct_fields.SOURCE_ID: 1,
struct_fields.SIZE: Vector2i(5,5),
struct_fields.POS_ATLAS: Vector2i(0,0),
struct_fields.LAYER: $buildings/buildings0
}
}
var layers: Array[TileMapLayer]
var layers_dict: Dictionary
func _list_childrens(node: Node2D):
for child in node.get_children():
if child is TileMapLayer:
layers.append(child)
layers_dict.get_or_add(child.name, child)
elif child is Node2D:
_list_childrens(child)
pass
func _ready() -> void:
layers = []
_list_childrens(self)
func get_maxZ(tile_pos: Vector2i) -> int:
for layer in layers:
if layer.get_cell_source_id(tile_pos) != -1:
return layer.z_index
return -1
func place_struct(pos: Vector2i, type: StructType):
#Is place free check
var struct_size = structs[type][struct_fields.SIZE]
var layer = structs[type][struct_fields.LAYER]
var source_id = structs[type][struct_fields.SOURCE_ID]
var pos_atlas = structs[type][struct_fields.POS_ATLAS]
var half_size = Vector2i(struct_size.x / 2, struct_size.y / 2)
for x in range(struct_size.x):
for y in range(struct_size.y):
var offset = Vector2i(x, y)
var tile_pos = pos+offset-half_size
if get_maxZ(tile_pos) >= layer.z_index:
return
for x in range(struct_size.x):
for y in range(struct_size.y):
var offset = Vector2i(x, y)
var tile_pos = pos+offset-half_size
layer.set_cell(tile_pos, source_id, Vector2i(x,y)+pos_atlas)

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@ -1,26 +0,0 @@
extends Node2D
# 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
var is_drawing_road: bool = false # Флаг для отслеживания зажатия кнопки мыши
var is_drawing_mountian: bool = false # Флаг для отслеживания зажатия кнопки мыши
func _ready():
pass
func _input(event):
if event is InputEventMouseButton:
# Проверяем нажатие или отпускание левой кнопки мыши
if event.button_index == MOUSE_BUTTON_LEFT:
is_drawing_road = event.pressed # Устанавливаем флаг, если кнопка нажата
elif event.button_index == MOUSE_BUTTON_RIGHT:
$TileMap.place_struct(ground.local_to_map(get_global_mouse_position()-$TileMap.global_position), $TileMap.StructType.EMPTY_ROOM)
if event is InputEventMouseMotion and is_drawing_road:
# Получаем позицию мыши в мировых координатах
var current_tile:Vector2 = ground.local_to_map(get_global_mouse_position()-$TileMap.global_position)
if buildings.get_cell_source_id(current_tile) == -1:
roads.set_cells_terrain_connect([current_tile], 0, 2, true)

32
world/npcs.gd Normal file
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@ -0,0 +1,32 @@
extends Node2D
const NPC_SCENE = preload("res://npc/npc.tscn")
var npcs: Array[NPC]
func add_npc(pos: Vector2i):
var npc: NPC = NPC_SCENE.instantiate()
npc.translate(pos*World.tile_size)
npcs.append(npc)
add_child(npc)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
randomize()
add_npc(Vector2i(11, 8))
add_npc(Vector2i(9, 9))
add_npc(Vector2i(12, 11))
func set_npc_target(npc: NPC, target: Vector2i):
npc.set_target(target)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void:
for npc in npcs:
if not npc.is_walking():
set_npc_target(npc, Vector2i(randi()%64,randi()%64))
pass

252
world/tile_map.gd Normal file
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@ -0,0 +1,252 @@
class_name MyTileMap
extends Node2D
enum StructType {
EMPTY_ROOM, # 0. Пустой модуль
RESIDENTIAL_ROOM, # 1. Жилой Модуль
LABORATORY_ROOM, # 2. Лабораторный Модуль
ENERGY_ROOM, # 3. Энергетический Модуль
FARM_ROOM, # 4. Фермерский Модуль
LIFE_SUPPORT_ROOM, # 5. Модуль Жизнеобеспечения
CONTROL_ROOM, # 6. Модуль Управления
OBSERVATORY_ROOM, # 7. Модуль Обсерватории
MEDICAL_ROOM, # 8. Медицинский Модуль
GEOLOGICAL_ROOM, # 9. Геологический Модуль
RESOURCE_EXTRACTION_ROOM, # 10. Модуль Добычи и Переработки Ресурсов
COMMUNICATIONS_ROOM, # 11. Модуль Связи и Навигации_
V_WAY, H_WAY, WAY_UP, WAY_DOWN, WAY_LEFT, WAY_RIGHT,
}
enum struct_fields {
SOURCE_ID,
SIZE,
POS_ATLAS,
LAYER
}
@onready var structs = {
StructType.EMPTY_ROOM: {
struct_fields.SOURCE_ID: 1,
struct_fields.SIZE: Vector2i(5,5),
struct_fields.POS_ATLAS: Vector2i(0,0),
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_dict: Dictionary
var astar_grid: AStarGrid2D
func _list_childrens(node: Node2D):
for child in node.get_children():
if child is TileMapLayer:
layers.append(child)
layers_dict.get_or_add(child.name, child)
elif child is Node2D:
_list_childrens(child)
pass
func _ready() -> void:
layers = []
_list_childrens(self)
astar_grid = AStarGrid2D.new()
astar_grid.region = layers_dict["ground"].get_used_rect()
astar_grid.cell_size = Vector2i(16, 16)
astar_grid.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_NEVER
astar_grid.update()
for x in $ground.get_used_rect().size.x:
for y in $ground.get_used_rect().size.y:
var tile_pos = Vector2i(x,y)
update_astar_tile(tile_pos)
func get_maxZ(tile_pos: Vector2i) -> int:
var max_z: int = -1024
for layer: TileMapLayer in layers:
if layer.get_cell_source_id(tile_pos) != -1 and layer.z_index > max_z:
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)
update_astar_tile(pos)
return true
func erase_road(pos: Vector2i) -> bool:
var layer: TileMapLayer = layers_dict["roads"]
layer.erase_cell(pos)
update_astar_tile(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
#Check place is free
if pos1.x != pos2.x:
if abs(pos1.x-pos2.x)<=5: return false
for x in range(min(pos1.x,pos2.x)+2, max(pos1.x,pos2.x)-1):
if get_maxZ(Vector2i(x, pos1.y)) >= structs[StructType.H_WAY][struct_fields.LAYER].z_index:
return false
if pos1.y != pos2.y:
if abs(pos1.y-pos2.y)<=5: return false
for y in range(min(pos1.y,pos2.y)+2, max(pos1.y,pos2.y)-1):
if get_maxZ(Vector2i(pos1.x, y)) >= structs[StructType.V_WAY][struct_fields.LAYER].z_index:
return false
if pos1.x != pos2.x:
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:
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 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 remove_struct(pos: Vector2i):
for layer in layers:
var tiledata: TileData = layer.get_cell_tile_data(pos)
if tiledata != null and tiledata.get_custom_data("is_center"):
var struct_size = tiledata.get_custom_data("struct_size")
var half_size = Vector2i(struct_size.x / 2, struct_size.y / 2)
for x in range(struct_size.x):
for y in range(struct_size.y):
var offset = Vector2i(x, y)
var tile_pos = pos+offset-half_size
layer.erase_cell(tile_pos)
update_astar_tile(tile_pos)
return
func place_struct(pos: Vector2i, type: StructType) -> bool:
if not structs.has(type):
return false
var struct_size = structs[type][struct_fields.SIZE]
var layer = structs[type][struct_fields.LAYER]
var source_id = structs[type][struct_fields.SOURCE_ID]
var pos_atlas = structs[type][struct_fields.POS_ATLAS]
var half_size = Vector2i(struct_size.x / 2, struct_size.y / 2)
#Is place free check
for x in range(struct_size.x):
for y in range(struct_size.y):
var offset = Vector2i(x, y)
var tile_pos = pos+offset-half_size
if get_maxZ(tile_pos) >= layer.z_index:
return false
for x in range(struct_size.x):
for y in range(struct_size.y):
var offset = Vector2i(x, y)
var tile_pos = pos+offset-half_size
layer.set_cell(tile_pos, source_id, Vector2i(x,y)+pos_atlas)
update_astar_tile(tile_pos)
return true
func is_walkable(pos: Vector2i) -> bool:
var state: bool = true
for layer in layers:
var tiledata: TileData = layer.get_cell_tile_data(pos)
if tiledata != null and not tiledata.get_custom_data("walkable"):
state = false
break
return state
func weight(pos: Vector2i) -> int:
var layer = get_toplayer(pos)
var tiledata: TileData = layer.get_cell_tile_data(pos)
if tiledata != null: return tiledata.get_custom_data("astar_weight")
else: return 5
func update_astar_tile(pos: Vector2i):
astar_grid.set_point_solid(pos, not is_walkable(pos))
astar_grid.set_point_weight_scale(pos, weight(pos))
func check_indoors(pos: Vector2i) -> bool:
var layer = get_toplayer(pos)
var tiledata: TileData = layer.get_cell_tile_data(pos)
if tiledata != null: return tiledata.get_custom_data("indoors")
else: return false

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world/world.gd Normal file
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class_name World
extends Node2D
const tile_size: int = 16
# Переменная для хранения ссылки на TileMap
@onready var ground: TileMapLayer = $TileMap/ground
@onready var tileMap: Node2D = $TileMap
const SELECTION_SCENE = preload("res://UI/selection/selection.tscn")
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():
Engine.physics_ticks_per_second = 60
selection = SELECTION_SCENE.instantiate()
selection2 = SELECTION_SCENE.instantiate()
add_child(selection)
add_child(selection2)
change_instrument(instruments.NULL)
enum instruments {
NULL,
DESTROY,
CONSTRUCT,
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(selected_tile==selected_tile2):
selected_tile2 = Vector2i(-128,-128)
selected2 = false
print(tileMap.is_walkable(selected_tile))
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))
if(selected_tile!=selected_tile2): selected2 = true
else:
selected_tile2 = Vector2i(-128,-128)
selected2 = false
if Input.is_action_just_pressed("ui_cancel"):
change_instrument(instruments.NULL)
match selected_instrument:
instruments.NULL:
pass
instruments.DESTROY:
if Input.is_action_just_pressed("ui_accept") and selected:
tileMap.destroy_building(selected_tile)
instruments.CONSTRUCT:
if Input.is_action_just_pressed("ui_accept") and selected and selected2:
tileMap.place_way(selected_tile, selected_tile2)
elif Input.is_action_just_pressed("ui_accept") and selected:
tileMap.place_struct(selected_tile, tileMap.StructType.EMPTY_ROOM)
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.CONSTRUCT:
lmb = true
rmb = true
instruments.BUILD_ROAD:
lmb = false
rmb = false
func _process(delta: float) -> void:
if Input.is_action_pressed("ui_right"):
$Camera2D.translate(Vector2.RIGHT*320*delta/$Camera2D.zoom)
if Input.is_action_pressed("ui_left"):
$Camera2D.translate(Vector2.LEFT*320*delta/$Camera2D.zoom)
if Input.is_action_pressed("ui_up"):
$Camera2D.translate(Vector2.UP*320*delta/$Camera2D.zoom)
if Input.is_action_pressed("ui_down"):
$Camera2D.translate(Vector2.DOWN*320*delta/$Camera2D.zoom)
if Input.is_action_just_pressed("zoom_in"):
$Camera2D.zoom+=Vector2.ONE*0.25
if Input.is_action_just_pressed("zoom_out"):
$Camera2D.zoom-=Vector2.ONE*0.25
if Input.is_action_just_pressed("1"): change_instrument(instruments.CONSTRUCT)
if Input.is_action_just_pressed("2"): change_instrument(instruments.DESTROY)
if Input.is_action_just_pressed("3"): change_instrument(instruments.BUILD_ROAD)

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