fixed some chatbox and tower preview issues

This commit is contained in:
2023-11-09 20:37:12 +11:00
parent e63b765753
commit afc0a19b36
23 changed files with 252 additions and 22 deletions

View File

@ -11,6 +11,7 @@ var last_lives_count = 120
@export var minimap_cam : MinimapCamera3D
@export var minimap_viewport : SubViewport
@export var fps_label : Label
@export var hover_text : Label
var minimap_anchor : Node3D
var enemy_names = []
@export var enemy_sprites : Array[TextureRect]
@ -21,6 +22,15 @@ func _process(_delta: float) -> void:
fps_label.text = "FPS: " + str(Engine.get_frames_per_second())
func set_hover_text(text):
hover_text.text = text
hover_text.set_visible(true)
func unset_hover_text():
hover_text.set_visible(false)
func set_wave_count(value):
wave_count.text = str(value)

View File

@ -17,6 +17,7 @@ func _input(event: InputEvent) -> void:
return
if text_selected and event is InputEventKey and event.pressed == true:
if event.keycode == KEY_ENTER:
get_viewport().set_input_as_handled()
closed.emit()
$VBoxContainer/LineEdit.deselect()
$VBoxContainer/LineEdit.visible = false
@ -28,6 +29,7 @@ func _input(event: InputEvent) -> void:
rpc("append_message", username, $VBoxContainer/LineEdit.text)
$VBoxContainer/LineEdit.clear()
if event.keycode == KEY_ESCAPE:
get_viewport().set_input_as_handled()
closed.emit()
$VBoxContainer/LineEdit.deselect()
$VBoxContainer/LineEdit.visible = false

View File

@ -13,6 +13,9 @@ var point_id := -1
var obstacle_last_point := -1
var valid_point := false
var is_looking_at_tower_base := false
var tower_preview
var last_tower_base
var last_card
var ray_collider
var ray_point
@ -54,6 +57,11 @@ func _process(delta: float) -> void:
ray_point = ray.get_collision_point()
is_looking_at_tower_base = ray_collider is TowerBase
if is_looking_at_tower_base and inventory.contents.size() > 0 and !ray_collider.has_card:
if ray_collider != last_tower_base or inventory.selected_item != last_card:
spawn_tower_preview()
elif tower_preview:
delete_tower_preview()
if Game.level:
point_id = Game.level.a_star_graph_3d.astar.get_closest_point(ray_point)
if !Game.level.a_star_graph_3d.point_is_build_location(point_id) or hero.currency < Data.wall_cost:
@ -76,9 +84,29 @@ func _process(delta: float) -> void:
ray_collider = null
ray_point = null
is_looking_at_tower_base = false
delete_tower_preview()
wall_preview.set_visible(false)
func spawn_tower_preview():
delete_tower_preview()
last_tower_base = ray_collider
var card = inventory.selected_item
last_card = card
tower_preview = card.turret.instantiate() as Tower
tower_preview.stats = card.tower_stats
tower_preview.preview_range(true)
ray_collider.add_child(tower_preview)
func delete_tower_preview():
last_tower_base = null
last_card = null
if tower_preview:
tower_preview.queue_free()
tower_preview = null
func interact():
if ray_collider is TowerBase:
var tower_base = ray_collider as TowerBase

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@ -40,6 +40,10 @@ func _process(delta: float) -> void:
signal_for_when_enemy_spawns.emit()
if type == Data.EnemyType.AIR:
var enemy = air_enemy_scene.instantiate() as AirEnemyController
var radius = 10.0
var random_dir = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))
var random_pos = randf_range(0, radius) * random_dir.normalized()
enemy.position = random_pos
enemy.stats = enemy_stats
enemy.destination = dest
enemy.died.connect(signal_for_after_enemy_died)

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@ -200,10 +200,10 @@ func quit_to_desktop():
func scene_switch_main_menu():
multiplayer.multiplayer_peer.close()
multiplayer.multiplayer_peer = null
for node in get_children():
node.queue_free()
multiplayer.multiplayer_peer.close()
multiplayer.multiplayer_peer = null
get_tree().change_scene_to_file(main_menu_scene_path)

View File

@ -5,6 +5,7 @@ signal button_interacted(value)
@export var button_press_value := 0
@export var press_cost := 0
@export var hover_text := "Press [Interact]"
func press():
button_interacted.emit(button_press_value)

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@ -7,6 +7,10 @@ var connected_players_profiles = {}
func _ready() -> void:
var enet_peer = ENetMultiplayerPeer.new()
enet_peer.create_server(58008, 1)
multiplayer.multiplayer_peer = enet_peer
enet_peer.refuse_new_connections = true
setup_game()