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No commits in common. "3b96a58dabaeb8d6eeffb98ae8a1437bcc536dc9" and "68dd73fb956fd3f3a498edb5623806d83568014c" have entirely different histories.

9 changed files with 103 additions and 193 deletions

View File

@ -4,6 +4,6 @@
[resource]
shader = ExtResource( 1 )
shader_param/lowColor = Color( 0, 0, 0, 0 )
shader_param/highColor = Color( 0, 0.976471, 1, 1 )
shader_param/lowColor = Color( 1, 0.960784, 0, 1 )
shader_param/highColor = Color( 0.921569, 0, 1, 1 )
shader_param/t = null

View File

@ -1,33 +1,24 @@
[gd_scene load_steps=9 format=2]
[gd_scene load_steps=7 format=2]
[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
[ext_resource path="res://nodes/ui/debug_ui.tscn" type="PackedScene" id=3]
[ext_resource path="res://nodes/clock.tscn" type="PackedScene" id=4]
[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
[ext_resource path="res://nodes/interaction_mode.tscn" type="PackedScene" id=5]
[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
[sub_resource type="Curve" id=1]
_data = [ Vector2( 0, 0 ), 0.0, 5.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), -4.0, 0.0, 0, 0 ]
[node name="Root" type="Node"]
[node name="Clock" parent="." instance=ExtResource( 4 )]
_autoTick = true
[node name="Grid" parent="." instance=ExtResource( 1 )]
DiffusionCoefficient = 0.1
[node name="Cursor" parent="." instance=ExtResource( 2 )]
Grid = NodePath("../Grid")
_pulseShape = SubResource( 1 )
[node name="Clock" parent="." instance=ExtResource( 4 )]
_autoTick = true
[node name="Interaction Mode" parent="." instance=ExtResource( 5 )]
_buildModePath = NodePath("../Build Mode")
[node name="Build Mode" parent="." instance=ExtResource( 7 )]
_key = 66
[node name="UI" type="Control" parent="."]
anchor_right = 1.0
@ -36,13 +27,10 @@ anchor_bottom = 1.0
[node name="Debug" parent="UI" instance=ExtResource( 3 )]
[node name="Build Mode" parent="UI" instance=ExtResource( 6 )]
_buildModePath = NodePath("../../Build Mode")
[connection signal="OnPauseChanged" from="Clock" to="UI/Debug" method="_on_Clock_OnPauseChanged"]
[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
[connection signal="OnTick" from="Clock" to="UI/Debug" method="_on_Clock_OnTick"]
[connection signal="OnInteractionModeChanged" from="Interaction Mode" to="Cursor" method="_on_Interaction_Mode_OnInteractionModeChanged"]
[connection signal="OnInteractionModeChanged" from="Interaction Mode" to="UI/Debug" method="_on_Interaction_Mode_OnInteractionModeChanged"]
[connection signal="OnModeEntered" from="Build Mode" to="Interaction Mode" method="_on_Build_Mode_OnModeEntered"]
[connection signal="OnModeExited" from="Build Mode" to="Interaction Mode" method="_on_Build_Mode_OnModeExited"]
[connection signal="OnInteractionModeChanged" from="Interaction Mode" to="UI/Build Mode" method="_on_Interaction_Mode_OnInteractionModeChanged"]
[connection signal="OnExit" from="UI/Build Mode" to="Interaction Mode" method="Reset"]

View File

@ -1,6 +1,7 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://scripts/interaction_modes/InteractionMode.cs" type="Script" id=1]
[ext_resource path="res://scripts/InteractionMode.cs" type="Script" id=1]
[node name="Interaction Mode" type="Node"]
script = ExtResource( 1 )
_buildMode = 66

View File

@ -1,6 +0,0 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://scripts/interaction_modes/BuildMode.cs" type="Script" id=1]
[node name="Build Mode" type="Node"]
script = ExtResource( 1 )

View File

@ -8,17 +8,6 @@ public class GridCursor : Sprite
private WorldGrid _grid;
private ShaderMaterial _material;
#region Animation
[Export]
private Curve _pulseShape;
[Export]
private float _pulseRate = 1.0f;
private float PulsePeriod => 1.0f / _pulseRate;
#endregion
private float _elapsed = 0.0f;
private bool _pulsing = false;
private const string T = "t";
public override void _Ready()
@ -59,32 +48,4 @@ public class GridCursor : Sprite
}
}
}
public override void _Process(float delta)
{
_elapsed += delta * _pulseRate;
if (!_pulsing)
{
_material.SetShaderParam(T, 1f);
return;
}
var a = _pulseShape.Interpolate(_elapsed % 1.0f);
_material.SetShaderParam(T, a);
}
public void _on_Interaction_Mode_OnInteractionModeChanged(InteractionMode.Mode oldMode, InteractionMode.Mode newMode)
{
switch (newMode)
{
case InteractionMode.Mode.SELECT:
_pulsing = false;
break;
case InteractionMode.Mode.BUILD:
_pulsing = true;
break;
}
}
}

View File

@ -0,0 +1,63 @@
using Godot;
using System;
public class InteractionMode : Node
{
[Export]
private KeyList _buildMode;
[Signal]
delegate void OnInteractionModeChanged(Mode oldMode, Mode newMode);
public enum Mode
{
SELECT = 0,
BUILD = 1
}
public void Reset()
{
Current = Mode.SELECT;
}
public Mode Current
{
get => _current;
set
{
if (_current == value)
return;
var old = _current;
_current = value;
EmitSignal(nameof(OnInteractionModeChanged), old, _current);
}
}
private Mode _current = Mode.SELECT;
public override void _Input(InputEvent @event)
{
base._Input(@event);
if (!(@event is InputEventKey keyEvent))
return;
if (!keyEvent.Pressed)
return;
var key = (KeyList)keyEvent.Scancode;
// TODO: this should be developed into a UI stack
if (key == KeyList.Escape)
{
Current = Mode.SELECT;
return;
}
if (key == _buildMode)
{
Current = Mode.BUILD;
}
}
}

View File

@ -1,66 +0,0 @@
using Godot;
using System;
public class BuildMode : Node
{
[Signal]
delegate void OnModeEntered();
[Signal]
delegate void OnModeExited();
[Export]
private KeyList _key;
public bool Active
{
get => _active;
private set
{
if (value == _active)
return;
_active = value;
var signal = _active
? nameof(OnModeEntered)
: nameof(OnModeExited);
EmitSignal(signal);
}
}
private bool _active;
private const int NO_TILE_TYPE_SELECTED = -1;
public int SelectedTileType { get; set; } = NO_TILE_TYPE_SELECTED;
public override void _Ready()
{
}
public override void _Input(InputEvent @event)
{
base._Input(@event);
if (!(@event is InputEventKey keyEvent))
return;
if (!keyEvent.Pressed)
return;
var key = (KeyList)keyEvent.Scancode;
// TODO: this should be developed into a UI stack
if (key == KeyList.Escape)
{
Active = false;
return;
}
if (key == _key)
{
Active = true;
return;
}
}
}

View File

@ -1,54 +0,0 @@
using Godot;
using System;
public class InteractionMode : Node
{
[Export]
private NodePath _buildModePath;
private BuildMode _buildMode;
[Signal]
delegate void OnInteractionModeChanged(Mode oldMode, Mode newMode);
public enum Mode
{
SELECT = 0,
BUILD = 1
}
public Mode Current { get; private set; }
public void _on_Build_Mode_OnModeEntered()
{
ChangeMode(Mode.BUILD);
}
public void _on_Build_Mode_OnModeExited()
{
ChangeMode(Mode.SELECT);
}
private void ChangeMode(Mode mode)
{
if (Current == mode)
return;
var old = Current;
Current = mode;
EmitSignal(nameof(OnInteractionModeChanged), old, mode);
}
public override void _Ready()
{
base._Ready();
_buildMode = GetNode<BuildMode>(_buildModePath);
Reset();
}
public void Reset()
{
Current = Mode.SELECT;
}
}

View File

@ -6,14 +6,13 @@ public class BuildModeUI : Control
[Signal]
delegate void OnExit();
[Export]
private NodePath _buildModePath;
private BuildMode _buildMode;
// Declare member variables here. Examples:
// private int a = 2;
// private string b = "text";
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_buildMode = GetNode<BuildMode>(_buildModePath);
Visible = false;
}
@ -22,15 +21,39 @@ public class BuildModeUI : Control
Exit();
}
public void _on_Interaction_Mode_OnInteractionModeChanged(InteractionMode.Mode oldMode, InteractionMode.Mode newMode)
{
if (oldMode == InteractionMode.Mode.BUILD)
{
Visible = false;
return;
}
if (newMode == InteractionMode.Mode.BUILD)
{
Visible = true;
return;
}
}
private void Exit()
{
EmitSignal(nameof(OnExit));
}
public override void _Process(float delta)
public override void _Input(InputEvent @event)
{
base._Process(delta);
if (!Visible)
return;
Visible = _buildMode.Active;
if (!(@event is InputEventKey keyEvent))
return;
if (keyEvent.Pressed)
return;
if ((KeyList)keyEvent.Scancode == KeyList.Escape)
{
Exit();
}
}
}