base Context and Controller classes, generalization of context
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22
nodes/4WayController.gd
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22
nodes/4WayController.gd
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@ -0,0 +1,22 @@
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extends TK_Controller
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class_name TK_4WayController
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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: Network player aware.
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# todo: AI aware.
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var _game_object: Node2D
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func _enter_tree() -> void:
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_game_object = get_parent()
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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 cell = _context.local_position_to_context_position(_game_object.position)
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var new_cell = cell + direction
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_context.try_moving(_game_object, cell, new_cell)
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@ -1,6 +1,6 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://nodes/GridController.gd" type="Script" id=1]
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[ext_resource path="res://nodes/4WayController.gd" type="Script" id=1]
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[node name="GridController" type="Node"]
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script = ExtResource( 1 )
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17
nodes/Context.gd
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17
nodes/Context.gd
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@ -0,0 +1,17 @@
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extends Node2D
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class_name TK_Context
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# todo: Abstract actions.
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# todo: Signal registration of GameObject actions.
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func local_position_to_context_position(_p_position: Vector2) -> Vector2:
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push_error("Abstract class method is unimplemented")
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return Vector2.ZERO
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func is_path_traversible(_p_from: Vector2, _p_to: Vector2) -> bool:
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push_error("Abstract class method is unimplemented")
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return false
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func try_moving(_p_game_object: Node2D, _p_from: Vector2, _p_to: Vector2) -> bool:
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push_error("Abstract class method is unimplemented")
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return false
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13
nodes/Controller.gd
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13
nodes/Controller.gd
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@ -0,0 +1,13 @@
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extends Node
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class_name TK_Controller
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var _context: Node2D
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func _enter_tree() -> void:
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_context = _get_context()
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func _get_context() -> Node:
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var current := self.get_parent().get_parent()
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while not current is TK_Context:
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current = current.get_parent()
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return current
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@ -4,7 +4,14 @@ class_name TK_FittingSprite
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## A Sprite that is resized to absolute pixel size, no matter the texture.
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export var target_size: Vector2 setget _set_target_size
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const NO_SIZE_SENTINEL = Vector2(-1, -1)
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export var target_size: Vector2 = NO_SIZE_SENTINEL setget _set_target_size
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# todo: Ask context about preferred sizing if there's any.
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func _enter_tree() -> void:
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if target_size == NO_SIZE_SENTINEL:
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self.target_size = texture.get_size()
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func _set_target_size(p_size: Vector2) -> void:
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target_size = p_size
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3
nodes/GameObject.tscn
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3
nodes/GameObject.tscn
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[gd_scene format=2]
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[node name="GameObject" type="Node2D"]
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@ -1,4 +1,4 @@
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extends Node2D
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extends TK_Context
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class_name TK_GridContext
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## todo: Cell visualization.
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@ -6,15 +6,16 @@ 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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func local_position_to_context_position(p_position: Vector2) -> Vector2:
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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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func is_path_traversible(p_from: Vector2, p_to: Vector2) -> bool:
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# todo:
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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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func try_moving(p_game_object: Node2D, p_from: Vector2, p_to: Vector2) -> bool:
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if not is_path_traversible(p_from, p_to):
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return false
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p_node.position = cell_size * p_cell_position
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p_game_object.position = cell_size * p_to
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return true
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@ -1,30 +0,0 @@
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extends Node
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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 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 _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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var current := self.get_parent().get_parent()
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while current.name != "GridContext":
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current = current.get_parent()
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return current
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@ -2,7 +2,7 @@ extends Node
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class_name TK_Arithmetic
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static func float_mod(p_a: float, p_b: float) -> float:
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return p_a - (p_b * floor(p_a / p_b))
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return p_a - p_b * floor(p_a / p_b)
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static func vector2_mod(p_a: Vector2, p_b: Vector2) -> Vector2:
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return p_a - (p_b * (p_a / p_b).floor())
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return p_a - p_b * (p_a / p_b).floor()
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@ -1,6 +1,6 @@
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extends Node
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func input_event_to_4way_direction(p_event: InputEvent) -> Vector2:
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func input_event_to_8way_direction(p_event: InputEvent) -> Vector2:
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var result := Vector2.ZERO
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if p_event.is_action_pressed("move_down"):
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result.y += 1
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@ -11,3 +11,15 @@ func input_event_to_4way_direction(p_event: InputEvent) -> Vector2:
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if p_event.is_action_pressed("move_left"):
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result.x -= 1
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return result
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func input_event_to_4way_direction(p_event: InputEvent) -> Vector2:
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if p_event.is_action_pressed("move_down") and not p_event.is_action_pressed("move_up"):
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return Vector2.DOWN
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elif p_event.is_action_pressed("move_up") and not p_event.is_action_pressed("move_down"):
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return Vector2.UP
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elif p_event.is_action_pressed("move_left") and not p_event.is_action_pressed("move_right"):
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return Vector2.LEFT
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elif p_event.is_action_pressed("move_right") and not p_event.is_action_pressed("move_left"):
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return Vector2.RIGHT
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else:
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return Vector2.ZERO
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