toggle tiles with cursor #3
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318aa1486f
commit
4ddb3cebf6
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@ -0,0 +1,9 @@
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[gd_resource type="ShaderMaterial" load_steps=2 format=2]
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[ext_resource path="res://shaders/tile_shader.gdshader" type="Shader" id=1]
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[resource]
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shader = ExtResource( 1 )
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shader_param/baseColor = Color( 0.992157, 1, 0, 1 )
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shader_param/highlightColor = Color( 1, 0, 0.984314, 1 )
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shader_param/isHighlighted = 0
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@ -5,4 +5,6 @@
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[resource]
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resource_local_to_scene = true
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shader = ExtResource( 1 )
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shader_param/c = null
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shader_param/baseColor = Color( 0.0823529, 0, 1, 1 )
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shader_param/highlightColor = Color( 1, 0, 0, 1 )
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shader_param/isHighlighted = null
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@ -0,0 +1,10 @@
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://textures/icon.png" type="Texture" id=1]
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[ext_resource path="res://scripts/GridCursor.cs" type="Script" id=2]
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[ext_resource path="res://materials/cursor.tres" type="Material" id=3]
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[node name="Grid Cursor" type="Sprite"]
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material = ExtResource( 3 )
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texture = ExtResource( 1 )
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script = ExtResource( 2 )
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@ -0,0 +1,51 @@
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using Godot;
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using System;
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public class GridCursor : Sprite
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{
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[Export]
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public NodePath Grid { get; set; }
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private WorldGrid _grid;
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private ShaderMaterial _material;
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private const string IS_HIGHLIGHTED = "isHighlighted";
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public override void _Ready()
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{
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_grid = GetNode<WorldGrid>(Grid);
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_material = (ShaderMaterial)Material;
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}
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public override void _Input(InputEvent @event)
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{
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base._Input(@event);
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if (@event is InputEventMouseMotion mouseMoveEvent)
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{
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var pos = mouseMoveEvent.Position;
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_grid.GetGridPos(pos, out var x, out var y);
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this.Visible = _grid.IsInBounds(x, y);
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var position = new Vector2(x + .5f, y + .5f) * _grid.CellSize;
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this.Position = position;
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}
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else if (@event is InputEventMouseButton mouseButtonEvent)
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{
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switch ((ButtonList)mouseButtonEvent.ButtonIndex)
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{
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case ButtonList.Left:
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if (mouseButtonEvent.Pressed)
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{
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var pos = mouseButtonEvent.Position;
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_grid.GetGridPos(pos, out var x, out var y);
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_grid.ToggleTileHighlight(x, y);
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_material.SetShaderParam(IS_HIGHLIGHTED, 1);
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}
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else
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{
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_material.SetShaderParam(IS_HIGHLIGHTED, 0);
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}
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break;
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}
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}
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}
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}
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@ -14,7 +14,7 @@ public class WorldGrid : Node2D
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private struct Tile
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{
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public float data;
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public bool isHighlighted;
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public ShaderMaterial material;
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}
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private Tile[,] _tiles;
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@ -35,18 +35,25 @@ public class WorldGrid : Node2D
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{
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var tile = _tiles[x, y];
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var material = tile.material;
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material.SetShaderParam("c", tile.data);
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material.SetShaderParam("isHighlighted", tile.isHighlighted ? 1 : 0);
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}
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}
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}
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public bool IsInBounds(int x, int y)
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{
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return x >= 0 && x < Size && y >= 0 && y < Size;
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}
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public void ToggleTileHighlight(int x, int y)
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{
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_tiles[x, y].isHighlighted ^= true;
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}
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public void GetGridPos(Vector2 position, out int x, out int y)
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{
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int GetCoord(float f) =>
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Mathf.Clamp(Mathf.FloorToInt(f / CellSize), 0, CellSize -1);
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x = GetCoord(position.x);
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y = GetCoord(position.y);
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x = Mathf.FloorToInt(position.x / CellSize);
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y = Mathf.FloorToInt(position.y / CellSize);
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}
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private void Clear()
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@ -73,7 +80,7 @@ public class WorldGrid : Node2D
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for (int y = 0; y < size; y++)
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{
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var tile = new Tile();
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tile.data = (float)(y * size + x) / 100f;
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tile.isHighlighted = false;
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var node = TileScene.Instance<Node2D>();
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this.AddChild(node);
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@ -1,7 +1,9 @@
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shader_type canvas_item;
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uniform float c;
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uniform vec4 baseColor : hint_color;
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uniform vec4 highlightColor : hint_color;
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uniform int isHighlighted;
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void fragment() {
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COLOR = vec4(c, 0.0, 0.0, 1.0);
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COLOR = mix(baseColor, highlightColor, float(isHighlighted));
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}
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