extends Sprite signal configure(center, texture_size) signal hex_touched(pos, hex, key) const MAPH : String = "res://assets/map-h.png" const MAPV : String = "res://assets/map-v.png" const BLOCK : String = "res://assets/block.png" const BLACK : String = "res://assets/black.png" const MOVE : String = "res://assets/move.png" const SHORT : String = "res://assets/short.png" const GREEN : String = "res://assets/green.png" const TREE : String = "res://assets/tree.png" const CITY : String = "res://assets/city.png" const MOUNT : String = "res://assets/mountain.png" var drag : Sprite var board : HexBoard var prev : Vector2 var hexes : Dictionary var hex_rotation : int var p0 : Vector2 var p1 : Vector2 var los : Array var move : Array var short : Array var unit : Unit var show_los : bool var show_move : bool func _ready(): board = HexBoard.new() board.tile_factory_fct = funcref(self, "get_tile") board.v = false drag = null hexes = {} los = [] unit = Unit.new() func reset() -> void: hexes.clear() hexes[-1] = Hex.new() # off map func get_tile(coords : Vector2, k : int) -> Tile: if hexes.has(k): return hexes[k] var hex : Hex = Hex.new() hex.roads = get_road(k) hex.rotation_degrees = hex_rotation hex.configure(board.center_of(coords), coords, [GREEN, BLACK, CITY, TREE, MOUNT, BLOCK, MOVE, SHORT]) hexes[k] = hex $Hexes.add_child(hex) return hex func get_road(k : int) -> int: if not board.v: return 0 var v : int = 0 v += (HexBoard.Orientation.E if k in [19,20,21,23,24,42,43,44,45,46,47] else 0) v += (HexBoard.Orientation.W if k in [19,20,21,22,24,25,43,44,45,46,47] else 0) v += (HexBoard.Orientation.SE if k in [22,32,42,52,62] else 0) v += (HexBoard.Orientation.NW if k in [32,42,52,62] else 0) v += (HexBoard.Orientation.NE if k in [7,16,25,32] else 0) v += (HexBoard.Orientation.SW if k in [7,16,23] else 0) return v func config(l : bool, m : bool) -> void: show_los = l show_move = m func on_rotate() -> void: texture = load(MAPH if board.v else MAPV) var ts : Vector2 = texture.get_size() var v0 : Vector2 = Vector2(50, 100) var c = ts / 2 if centered: if board.v: v0.x -= ts.y / 2 v0.y -= ts.x / 2 else: v0 -= ts / 2 c = Vector2(0, 0) if board.v: hex_rotation = 30 board.configure(10, 4, 100, v0, false) else: hex_rotation = 0 board.configure(10, 7, 100, v0, true) emit_signal("configure", c, ts) p0 = Vector2(0, 0) p1 = Vector2(3, 3) $Tank.position = board.center_of(p0) $Target.position = board.center_of(p1) for hex in $Hexes.get_children(): $Hexes.remove_child(hex) hex.queue_free() reset() update() func on_mouse_move() -> void: if drag != null: drag.position = get_local_mouse_position() func on_mouse_1(pressed : bool) -> void: var pos : Vector2 = get_local_mouse_position() var coords : Vector2 = board.to_map(pos) if pressed: notify(board.get_tile(coords), pos, coords) if drag == null: prev = coords if board.to_map($Tank.position) == coords: drag = $Tank elif board.to_map($Target.position) == coords: drag = $Target else: if drag: if board.is_on_map(coords): drag.position = board.center_of(coords) if drag == $Tank: p0 = coords else: p1 = coords update() else: drag.position = board.center_of(prev) drag = null func on_mouse_2(pressed : bool) -> void: var pos : Vector2 = get_local_mouse_position() var coords : Vector2 = board.to_map(pos) if pressed: var hex : Hex = board.get_tile(coords) hex.change() notify(hex, pos, coords) update() func notify(hex : Hex, pos : Vector2, coords : Vector2) -> void: if board.is_on_map(coords): emit_signal("hex_touched",pos, hex, board.key(coords)) else: emit_signal("hex_touched", pos, hex, -1) func update() -> void: $Los.visible = false for hex in los: hex.show_los(false) if show_los: $Los.visible = true var ct : Vector2 = board.line_of_sight(p0, p1, los) $Los.setup($Tank.position, $Target.position, ct) for hex in los: hex.show_los(true) for hex in move: hex.show_move(false) for hex in short: hex.show_short(false) if show_move: # warning-ignore:return_value_discarded board.possible_moves(unit, board.get_tile(p0), move) # warning-ignore:return_value_discarded board.shortest_path(unit, board.get_tile(p0), board.get_tile(p1), short) for hex in move: hex.show_move(true) for i in range(1, short.size() -1): short[i].show_short(true)