RingOfRaces/MiscCodes/KinematicBody2D.gd

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3.4 KiB
GDScript3
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extends KinematicBody2D
const GRAVITY = 0.0
const WALK_SPEED = 200
const interaction_circle_size = 150
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#onready var background_map = get_node("/root/base_scene/background")
onready var background_map = get_parent().get_node("background")
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#onready var background_map = get_node("background")
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onready var vegetation_map = get_parent().get_node("vegetation")
onready var interaction_map = get_parent().get_node("interaction_map")
onready var player_interaction_map = get_parent().get_node("player_interaction")
onready var cell_size = background_map._get_cell_size()
var velocity = Vector2()
var world_position
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var ItemClass = preload("res://MiscScenes/Item.tscn")
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var previous_position = Vector2(0,0)
#Moving buttons
func _physics_process(delta):
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var cur = Vector2(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y))
if(cur != previous_position):
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player_interaction_map.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y) , 0)
player_interaction_map.set_cell(previous_position.x, previous_position.y, -1)
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previous_position = Vector2(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y))
if Input.is_action_just_pressed("interact_with_cell"):
_interaction_process()
velocity.y += delta * GRAVITY
if Input.is_action_pressed("move_left"):
velocity.x = -WALK_SPEED
elif Input.is_action_pressed("move_right"):
velocity.x = WALK_SPEED
elif Input.is_action_pressed("move_up"):
velocity.y = -WALK_SPEED
elif Input.is_action_pressed("move_down"):
velocity.y = WALK_SPEED
else:
velocity.x = 0
velocity.y = 0
move_and_slide(velocity, Vector2(0, -1))
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Global.current_camera.Update()
func InteractWithCell():
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for _i in self.get_children():
print(_i)
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print(background_map)
print(interaction_map)
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var plant_cell_mouse = interaction_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[0] / cell_size.y))
var plant_cell_character = interaction_map.get_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y))
var background_cell = background_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y))
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var interaction_cell = player_interaction_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y))
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print("plant cell mouse line 1: ", interaction_map.get_cell(12, 36))
print('plant_cell_mouse=',plant_cell_mouse,' | plant_cell_character=', plant_cell_character,' | background_cell=', background_cell,' | interaction_cell=',interaction_cell)
GlobalGameFunctions.SoundOnInteraction(self, "standard")
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if plant_cell_mouse > 0 and plant_cell_mouse % 2 == 0:
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Global.AddInventoryItem(plant_cell_mouse/2, 1)
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interaction_map.set_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y), (plant_cell_mouse-1))
AnimationOnInteraction(1)
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Global.Save()
elif plant_cell_character > 0 and plant_cell_character % 2 == 0:
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Global.AddInventoryItem(plant_cell_character/2, 1)
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interaction_map.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y), (plant_cell_character-1))
AnimationOnInteraction(1)
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else:
pass
func _interaction_process():
world_position = get_global_mouse_position()
InteractWithCell()
func AnimationOnInteraction(Item):
print("Item = ", Item, " Animation")
var itemimage = TextureRect.new()
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var item = null
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func _ready():
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Global.player_inventory_items = Database.GetInventoryItems().duplicate()
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print("Map = ", Global.map_name)