move logic out of controller to context, fixed position_to_cell_position()
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@ -7,7 +7,14 @@ class_name TK_GridContext
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export var cell_size: Vector2 = Vector2(64, 64)
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func position_to_cell_position(p_position: Vector2) -> Vector2:
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return Arithmetic.vector2_mod(global_position - p_position, cell_size)
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return p_position / cell_size
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func is_cell_traversible(p_cell_position: Vector2) -> bool:
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return true
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func try_moving(p_node: Node2D, p_cell_position: Vector2) -> bool:
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if not is_cell_traversible(p_cell_position):
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return false
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p_node.position = cell_size * p_cell_position
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return true
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@ -4,19 +4,23 @@ class_name TK_GridController
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## Composable 4-way grid controller.
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## Depends on placement below some Node2D below some GridContext.
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# todo: Turn-based logic context.
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signal moved(p_new_cell_position)
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var _grid_context_cache: Node2D
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func _enter_tree() -> void:
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_grid_context_cache = _get_grid_context()
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func _input(p_event: InputEvent):
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var direction := InputUtils.input_event_to_4way_direction(p_event)
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if direction == Vector2.ZERO:
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return
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var context := _get_grid_context()
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var cell = context.position_to_cell_position(get_parent().global_position)
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var cell = _grid_context_cache.position_to_cell_position(get_parent().position)
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var new_cell = cell + direction
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if context.is_cell_traversible(new_cell):
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# todo: Should we move the outmost node2d?
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get_parent().position += context.cell_size * direction
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if _grid_context_cache.try_moving(get_parent(), new_cell):
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emit_signal("moved", new_cell)
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func _get_grid_context() -> Node:
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