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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)
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