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@ -349,3 +349,17 @@ func get_special_type(id:String):
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return special_data[id]["type"]
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else:
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return ""
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static func pre_process_scene_data(dict:Dictionary):
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for i in dict.keys():
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dict[i]=load(dict[i])
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return dict
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var block_data:Dictionary=pre_process_scene_data(preload("res://json/block.json").data)
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func get_block(n:String):
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if block_data.has(n):
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return block_data[n]
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else:
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return null
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pass
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144
class/2dFightBlock/BlockAction/block_action_attack_distance.gd
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144
class/2dFightBlock/BlockAction/block_action_attack_distance.gd
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@ -0,0 +1,144 @@
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extends BlockAction
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class_name BlockActionAttackDistance
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var attack_distance:int=0
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func _init() -> void:
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self.action_name="远程攻击"
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self.need_target=true
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pass
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#获取动作可以作用于的地块(true or false)二维数组,并建立寻路缓存
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func get_action_could_use_block(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary)->Array:
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var astar=AStarGrid2D.new()
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print(global_block_data)
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astar.default_compute_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
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astar.default_estimate_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
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astar.diagonal_mode=AStarGrid2D.DIAGONAL_MODE_NEVER
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astar.region=Rect2i(tile_map_area.position,tile_map_area.size+Vector2i(1,1))
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astar.update()
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var right_pos:Vector2i=tile_map_area.position+tile_map_area.size
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for i in range(tile_map_area.position.x,right_pos.x+1):
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var res_in:Array[bool]=[]
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for j in range(tile_map_area.position.y,right_pos.y+1):
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if global_block_data.has(Vector2i(i,j)):
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#计算当前地块是否可通行
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var block_arr:Array=global_block_data[Vector2i(i,j)]
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var walkable:bool=true
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for k in block_arr:
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if k is BaseBlock:
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walkable=walkable and k.walkable
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astar.set_point_solid(Vector2i(i,j),not walkable)
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else:
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#默认可通行
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astar.set_point_solid(Vector2i(i,j),false)
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var res:Array=[]
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block_road_cache=[]
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for i in range(tile_map_area.position.x,right_pos.x+1):
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var res_in:Array[bool]=[]
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var block_in:Array=[]
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for j in range(tile_map_area.position.y,right_pos.y+1):
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var road_find_result=is_move_able(astar,_self.block_pos,Vector2i(i,j),_self.action_num,tile_map_area)
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block_in.append(road_find_result)
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res_in.append(road_find_result[0])
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res.append(res_in)
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block_road_cache.append(block_in)
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pass
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return res
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#区域是否可达
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func is_move_able(astar:AStarGrid2D,from:Vector2i,to:Vector2i,move_distance:int,tile_map_area:Rect2i):
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var res=get_walkable_path(astar,from,to,tile_map_area)
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if not res[0]:
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return [false,0,null]
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var distance=res[1]
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if move_distance>=distance:
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return [true,res[1],res[2]]
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else:
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return [false,0,null]
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#获取两点之间的最短可达路径,返回一个数组,0下标未是否可达,1下标为距离,2下标为途径点数组
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func get_walkable_path(astar:AStarGrid2D,from:Vector2i,to:Vector2i,tile_map_area:Rect2i)->Array:
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var right_pos=tile_map_area.position+tile_map_area.size
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#如果不在要求的tilemap范围内,则返回不可达
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if to.x<tile_map_area.position.x or to.x>right_pos.x or to.y<tile_map_area.position.y or to.y>right_pos.y:
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return [false,0,null]
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var arr=astar.get_id_path(from,to)
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if arr==null or (arr is Array and arr.size()<=0):
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return [false,0,null]
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return [true,arr.size()-1,arr]
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#寻路缓存
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var block_road_cache:Array=[]
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#在_self上使用action动作,返回是否成功
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func block_use_action(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary,target=null)->bool:
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if not target is Vector2i:
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return false
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var astar=AStarGrid2D.new()
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astar.default_compute_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
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astar.default_estimate_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
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astar.diagonal_mode=AStarGrid2D.DIAGONAL_MODE_NEVER
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astar.region=Rect2i(tile_map_area.position,tile_map_area.size+Vector2i(1,1))
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astar.update()
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var right_pos:Vector2i=tile_map_area.position+tile_map_area.size
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for i in range(tile_map_area.position.x,right_pos.x+1):
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var res_in:Array[bool]=[]
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for j in range(tile_map_area.position.y,right_pos.y+1):
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if global_block_data.has(Vector2i(i,j)):
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#计算当前地块是否可通行
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var block_arr:Array=global_block_data[Vector2i(i,j)]
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var walkable:bool=true
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for k in block_arr:
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if k is BaseBlock:
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walkable=walkable and k.walkable
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astar.set_point_solid(Vector2i(i,j),not walkable)
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else:
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#默认可通行
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astar.set_point_solid(Vector2i(i,j),false)
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var res=is_move_able(astar,_self.block_pos,target,_self.action_num,tile_map_area)
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if res[0]:
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_self.action_num-=res[1]
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_self.request_move(res[2],global_block_data)
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return true
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return false
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var draw_line
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#展示施法演示
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func draw_action_with_target(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary,target:Vector2i,block_add_pos:TileMapLayer):
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var right_pos=tile_map_area.position+tile_map_area.size
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if target.x<tile_map_area.position.x or target.x>right_pos.x or target.y<tile_map_area.position.y or target.y>right_pos.y:
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if draw_line!=null:
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draw_line.queue_free()
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draw_line=null
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return
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var crood=target-tile_map_area.position
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var cache=block_road_cache[crood.x][crood.y]
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if not cache[0]:
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if draw_line!=null:
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draw_line.queue_free()
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draw_line=null
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return
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var point_arr:Array=cache[2]
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if draw_line!=null:
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draw_line.queue_free()
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draw_line=null
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var new_line=Line2D.new()
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block_add_pos.add_child(new_line)
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draw_line=new_line
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draw_line.default_color=Color.RED
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for i in point_arr:
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draw_line.add_point(block_add_pos.map_to_local(i))
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pass
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#释放施法演示
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func del_action_with_target():
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block_road_cache.clear()
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if draw_line!=null:
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draw_line.queue_free()
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draw_line=null
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pass
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41
class/2dFightBlock/BlockAction/block_action_attack_normal.gd
Normal file
41
class/2dFightBlock/BlockAction/block_action_attack_normal.gd
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@ -0,0 +1,41 @@
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extends BlockAction
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#基础近战攻击行动
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class_name BlockActionAttackNormal
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func _init() -> void:
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self.action_name="近战攻击"
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self.need_target=true
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pass
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var attack_cache:Array=[]
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#获取动作可以作用于的地块(true or false)二维数组,并建立攻击缓存
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func get_action_could_use_block(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary)->Array:
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var res:Array=[]
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var right_pos:Vector2i=tile_map_area.position+tile_map_area.size
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for i in range(tile_map_area.position.x,right_pos.x+1):
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var res_in:Array[bool]=[]
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for j in range(tile_map_area.position.y,right_pos.y+1):
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res_in.append(false)
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res.append(res_in)
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var character_pos:Vector2i=_self.block_pos
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var up:Vector2i=character_pos-Vector2i(0,1)
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var down:Vector2i=character_pos+Vector2i(0,1)
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var left:Vector2i=character_pos-Vector2i(1,0)
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var right:Vector2i=character_pos+Vector2i(1,0)
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var pos_arr=[up,down,left,right]
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for i in pos_arr:
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if global_block_data.has(i):
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var could_attack=false
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var block_arr=global_block_data[i]
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for j in block_arr:
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if j is BaseBlock:
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could_attack =could_attack or j.could_be_used_for_target
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if could_attack:
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var ind:Vector2i=i-tile_map_area.position
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res[ind.x][ind.y]=true
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attack_cache=res
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return res
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142
class/2dFightBlock/BlockAction/block_action_move.gd
Normal file
142
class/2dFightBlock/BlockAction/block_action_move.gd
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extends BlockAction
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class_name BlockActionMove
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func _init() -> void:
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self.action_name="移动"
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self.need_target=true
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pass
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#获取动作可以作用于的地块(true or false)二维数组,并建立寻路缓存
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func get_action_could_use_block(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary)->Array:
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var astar=AStarGrid2D.new()
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print(global_block_data)
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astar.default_compute_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
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astar.default_estimate_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
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astar.diagonal_mode=AStarGrid2D.DIAGONAL_MODE_NEVER
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astar.region=Rect2i(tile_map_area.position,tile_map_area.size+Vector2i(1,1))
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astar.update()
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var right_pos:Vector2i=tile_map_area.position+tile_map_area.size
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for i in range(tile_map_area.position.x,right_pos.x+1):
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var res_in:Array[bool]=[]
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for j in range(tile_map_area.position.y,right_pos.y+1):
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if global_block_data.has(Vector2i(i,j)):
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#计算当前地块是否可通行
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var block_arr:Array=global_block_data[Vector2i(i,j)]
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var walkable:bool=true
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for k in block_arr:
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if k is BaseBlock:
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walkable=walkable and k.walkable
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astar.set_point_solid(Vector2i(i,j),not walkable)
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else:
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#默认可通行
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astar.set_point_solid(Vector2i(i,j),false)
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var res:Array=[]
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block_road_cache=[]
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for i in range(tile_map_area.position.x,right_pos.x+1):
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var res_in:Array[bool]=[]
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var block_in:Array=[]
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for j in range(tile_map_area.position.y,right_pos.y+1):
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var road_find_result=is_move_able(astar,_self.block_pos,Vector2i(i,j),_self.action_num,tile_map_area)
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block_in.append(road_find_result)
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res_in.append(road_find_result[0])
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res.append(res_in)
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block_road_cache.append(block_in)
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pass
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return res
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#区域是否可达
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func is_move_able(astar:AStarGrid2D,from:Vector2i,to:Vector2i,move_distance:int,tile_map_area:Rect2i):
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var res=get_walkable_path(astar,from,to,tile_map_area)
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if not res[0]:
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return [false,0,null]
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var distance=res[1]
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if move_distance>=distance:
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return [true,res[1],res[2]]
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else:
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return [false,0,null]
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#获取两点之间的最短可达路径,返回一个数组,0下标未是否可达,1下标为距离,2下标为途径点数组
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func get_walkable_path(astar:AStarGrid2D,from:Vector2i,to:Vector2i,tile_map_area:Rect2i)->Array:
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var right_pos=tile_map_area.position+tile_map_area.size
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#如果不在要求的tilemap范围内,则返回不可达
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if to.x<tile_map_area.position.x or to.x>right_pos.x or to.y<tile_map_area.position.y or to.y>right_pos.y:
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return [false,0,null]
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var arr=astar.get_id_path(from,to)
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if arr==null or (arr is Array and arr.size()<=0):
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return [false,0,null]
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return [true,arr.size()-1,arr]
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#寻路缓存
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var block_road_cache:Array=[]
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#在_self上使用action动作,返回是否成功
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func block_use_action(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary,target=null)->bool:
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if not target is Vector2i:
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return false
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var astar=AStarGrid2D.new()
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astar.default_compute_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
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astar.default_estimate_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
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astar.diagonal_mode=AStarGrid2D.DIAGONAL_MODE_NEVER
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astar.region=Rect2i(tile_map_area.position,tile_map_area.size+Vector2i(1,1))
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astar.update()
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var right_pos:Vector2i=tile_map_area.position+tile_map_area.size
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for i in range(tile_map_area.position.x,right_pos.x+1):
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var res_in:Array[bool]=[]
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for j in range(tile_map_area.position.y,right_pos.y+1):
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if global_block_data.has(Vector2i(i,j)):
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#计算当前地块是否可通行
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var block_arr:Array=global_block_data[Vector2i(i,j)]
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var walkable:bool=true
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for k in block_arr:
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if k is BaseBlock:
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walkable=walkable and k.walkable
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astar.set_point_solid(Vector2i(i,j),not walkable)
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else:
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#默认可通行
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astar.set_point_solid(Vector2i(i,j),false)
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var res=is_move_able(astar,_self.block_pos,target,_self.action_num,tile_map_area)
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if res[0]:
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_self.action_num-=res[1]
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_self.request_move(res[2],global_block_data)
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return true
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return false
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var draw_line
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#展示施法演示
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func draw_action_with_target(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary,target:Vector2i,block_add_pos:TileMapLayer):
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var right_pos=tile_map_area.position+tile_map_area.size
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if target.x<tile_map_area.position.x or target.x>right_pos.x or target.y<tile_map_area.position.y or target.y>right_pos.y:
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if draw_line!=null:
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draw_line.queue_free()
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draw_line=null
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return
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var crood=target-tile_map_area.position
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var cache=block_road_cache[crood.x][crood.y]
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if not cache[0]:
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if draw_line!=null:
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draw_line.queue_free()
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draw_line=null
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return
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var point_arr:Array=cache[2]
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if draw_line!=null:
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draw_line.queue_free()
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draw_line=null
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var new_line=Line2D.new()
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block_add_pos.add_child(new_line)
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draw_line=new_line
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draw_line.default_color=Color.RED
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for i in point_arr:
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draw_line.add_point(block_add_pos.map_to_local(i))
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pass
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#释放施法演示
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func del_action_with_target():
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block_road_cache.clear()
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if draw_line!=null:
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draw_line.queue_free()
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draw_line=null
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pass
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85
class/2dFightBlock/base_block.gd
Normal file
85
class/2dFightBlock/base_block.gd
Normal file
@ -0,0 +1,85 @@
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@tool
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extends Node2D
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#基础地块
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class_name BaseBlock
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#当地块要求进行移动时发出
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signal request_block_move(before_pos:Vector2i,request_pos:Vector2i)
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#当前地块是否可以行走
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@export var walkable:bool=false
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#当前块是否可以被用作施法(攻击目标)
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@export var could_be_used_for_target:bool=false
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#当前地块的坐标
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@export var block_pos:Vector2i=Vector2i.ZERO:
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set(val):
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block_pos=val
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var parent=get_parent()
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if parent is TileMapLayer:
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self.position=parent.map_to_local(block_pos)
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pass
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#实例化地块来源场景库
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static var BlockClassDictionary:Dictionary={
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}
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func _ready() -> void:
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var parent=get_parent()
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if parent is TileMapLayer:
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self.position=parent.map_to_local(block_pos)
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_on_create()
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pass
|
||||
#地块被创建时发出
|
||||
func _on_create():
|
||||
|
||||
|
||||
pass
|
||||
#当地块删除时发出
|
||||
func _on_delete():
|
||||
|
||||
|
||||
|
||||
pass
|
||||
|
||||
|
||||
#当其他地块进入自己的地块时触发
|
||||
func blocker_enter(block:BaseBlock):
|
||||
|
||||
pass
|
||||
#当其他地块退出自己的区域时触发
|
||||
func blocker_out(block:BaseBlock):
|
||||
|
||||
|
||||
pass
|
||||
#当其他地块在自己的地块上等待一回合时触发
|
||||
func blocker_turn(blocker:BaseBlock):
|
||||
|
||||
|
||||
|
||||
pass
|
||||
#要求地块移动
|
||||
func request_move(move_path_point_arr:Array,global_blocker_data:Dictionary):
|
||||
|
||||
if move_path_point_arr.size()<2:
|
||||
return
|
||||
self.block_pos=move_path_point_arr.back()
|
||||
if global_blocker_data.has(move_path_point_arr[0]):
|
||||
var arr:Array=global_blocker_data[move_path_point_arr[0]]
|
||||
for i in arr:
|
||||
if i is BaseBlock:
|
||||
i.blocker_out(self)
|
||||
for i in range(1,move_path_point_arr.size()-1):
|
||||
if global_blocker_data.has(move_path_point_arr[i]):
|
||||
var arr:Array=global_blocker_data[move_path_point_arr[0]]
|
||||
for j in arr:
|
||||
if j is BaseBlock:
|
||||
j.blocker_enter(self)
|
||||
j.blocker_out(self)
|
||||
request_block_move.emit(move_path_point_arr[0],move_path_point_arr.back())
|
||||
pass
|
||||
|
||||
func turn():
|
||||
|
||||
pass
|
33
class/2dFightBlock/block_action.gd
Normal file
33
class/2dFightBlock/block_action.gd
Normal file
@ -0,0 +1,33 @@
|
||||
extends Object
|
||||
#地块使用行动信息的基础类
|
||||
class_name BlockAction
|
||||
|
||||
#行动名字
|
||||
var action_name:String="未命名行动名字"
|
||||
|
||||
#是否需要目标
|
||||
var need_target:bool=false
|
||||
#选择目标时显示的作用范围
|
||||
var target_area:Rect2i=Rect2i()
|
||||
#获取动作可以作用于的地块(true or false)二维数组
|
||||
func get_action_could_use_block(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary):
|
||||
|
||||
|
||||
|
||||
|
||||
pass
|
||||
#在_self上使用action动作,返回是否成功
|
||||
func block_use_action(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary,target=null)->bool:
|
||||
|
||||
|
||||
return false
|
||||
|
||||
#展示施法演示
|
||||
func draw_action_with_target(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary,target:Vector2i,block_add_pos:TileMapLayer):
|
||||
|
||||
|
||||
pass
|
||||
#释放施法演示
|
||||
func del_action_with_target():
|
||||
|
||||
pass
|
28
class/2dFightBlock/unit_block.gd
Normal file
28
class/2dFightBlock/unit_block.gd
Normal file
@ -0,0 +1,28 @@
|
||||
extends BaseBlock
|
||||
|
||||
|
||||
class_name UnitBlock
|
||||
|
||||
#单位的数据
|
||||
var unit_data:Dictionary={}
|
||||
|
||||
#行动点数
|
||||
var action_num:int=5
|
||||
#可以使用的动作
|
||||
var could_use_action:Array[BlockAction]
|
||||
#被创建时重定义数据
|
||||
func _on_create():
|
||||
self.walkable=false
|
||||
self.could_be_used_for_target=true
|
||||
super._on_create()
|
||||
|
||||
func get_all_choice()->Array:
|
||||
var res=[]
|
||||
for i in could_use_action:
|
||||
res.append(i.action_name)
|
||||
return res
|
||||
|
||||
func turn():
|
||||
action_num=5
|
||||
|
||||
pass
|
4
json/block.json
Normal file
4
json/block.json
Normal file
@ -0,0 +1,4 @@
|
||||
{
|
||||
"wall":"res://scene/_2d_fight/block_scene/wall.tscn",
|
||||
"test_character":"res://scene/_2d_fight/block_scene/test_character.tscn"
|
||||
}
|
@ -82,6 +82,11 @@ d={
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
esc={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[layer_names]
|
||||
|
||||
|
BIN
res/ui/new_ui_001_main/banner.png
Normal file
BIN
res/ui/new_ui_001_main/banner.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 17 MiB |
34
res/ui/new_ui_001_main/banner.png.import
Normal file
34
res/ui/new_ui_001_main/banner.png.import
Normal file
@ -0,0 +1,34 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://cyvpsjsou3xuh"
|
||||
path="res://.godot/imported/banner.png-1c9c2ff42713f8cb20305f8aea90f37f.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://res/ui/new_ui_001_main/banner.png"
|
||||
dest_files=["res://.godot/imported/banner.png-1c9c2ff42713f8cb20305f8aea90f37f.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
@ -39,7 +39,7 @@ enum CameraMode{
|
||||
if camera_focus_mode_focus_tween!=null:
|
||||
camera_focus_mode_focus_tween.kill()
|
||||
camera_focus_mode_focus_tween=create_tween()
|
||||
camera_focus_mode_focus_tween.tween_property(%main_camera,"globla_position",val.global_position,camera_focus_mode_focus_time)
|
||||
camera_focus_mode_focus_tween.tween_property(%main_camera,"global_position",val.global_position,camera_focus_mode_focus_time)
|
||||
camera_focus_mode_focus_tween.set_parallel()
|
||||
camera_focus_mode_focus_tween.tween_property(%main_camera,"zoom",camera_base_zoom_scale*camera_focus_mode_focus_scale,camera_focus_mode_focus_time)
|
||||
camera_focusmode_focus_target=val
|
||||
@ -55,42 +55,76 @@ var camera_focus_mode_focus_scale:float=1.5
|
||||
|
||||
|
||||
|
||||
#测试部分
|
||||
#测试的角色移动力
|
||||
var test_character_move_distance:int=5
|
||||
|
||||
func update_moveable():
|
||||
for i in get_children():
|
||||
if i is Label:
|
||||
i.queue_free()
|
||||
##地块Block部分
|
||||
#全局地块数据引用
|
||||
#Vector2i:Array[BaseBlock]
|
||||
var global_block_data:Dictionary={
|
||||
|
||||
}
|
||||
#友方单位(需要自己做出行动选择的)
|
||||
var friendly_side:Array[UnitBlock]=[]
|
||||
|
||||
#敌方单位(自动进行行动选择的)
|
||||
var enermy_side:Array[UnitBlock]=[]
|
||||
|
||||
var now_use_block:UnitBlock
|
||||
|
||||
var now_use_action:int=-1:
|
||||
set(val):
|
||||
if now_use_action!=val:
|
||||
match val:
|
||||
-1:
|
||||
%color_block.clear()
|
||||
var character_crood:Vector2i=%walkable.local_to_map(%test_character.global_position)
|
||||
for i in range(tile_map_area_from.x,tile_map_area_to.x):
|
||||
for j in range(tile_map_area_from.y,tile_map_area_to.y):
|
||||
var crood=Vector2i(i,j)
|
||||
var res=is_move_able(character_crood,crood,test_character_move_distance)
|
||||
if res[0]:
|
||||
%color_block.set_cell(crood,ColorBlockSetColor.GREEN,Vector2i(0,0))
|
||||
else:
|
||||
%color_block.set_cell(crood,ColorBlockSetColor.RED,Vector2i(0,0))
|
||||
var new_label=Label.new()
|
||||
new_label.text=str(res[1])
|
||||
new_label.global_position=%walkable.map_to_local(crood)
|
||||
add_child(new_label)
|
||||
|
||||
#区域是否可达
|
||||
func is_move_able(from:Vector2i,to:Vector2i,move_distance:int):
|
||||
var res=get_walkable_path(from,to)
|
||||
if not res[0]:
|
||||
return [false,0,null]
|
||||
var distance=res[1]
|
||||
if move_distance>=distance:
|
||||
return [true,res[1],res[2]]
|
||||
else:
|
||||
return [false,0,null]
|
||||
%panel_container.change_open(true)
|
||||
var block_action:BlockAction=now_use_block.could_use_action[now_use_action]
|
||||
block_action.del_action_with_target()
|
||||
_:
|
||||
print("尝试进行行动")
|
||||
var block_action:BlockAction=now_use_block.could_use_action[val]
|
||||
print(block_action.need_target)
|
||||
if block_action.need_target:
|
||||
|
||||
var res=block_action.get_action_could_use_block(now_use_block,Rect2i(tile_map_area_from,tile_map_area_to-tile_map_area_from),global_block_data)
|
||||
print(res)
|
||||
show_color_block(res)
|
||||
%panel_container.change_open(false)
|
||||
pass
|
||||
now_use_action=val
|
||||
|
||||
pass
|
||||
|
||||
var now_index:int=0
|
||||
func turn():
|
||||
now_index=-1
|
||||
for i in global_block_data.keys():
|
||||
var arr=global_block_data[i]
|
||||
for j in arr:
|
||||
if j is BaseBlock:
|
||||
j.turn()
|
||||
next()
|
||||
pass
|
||||
func next():
|
||||
for i in %choice_add_pos.get_children():
|
||||
i.queue_free()
|
||||
now_index+=1
|
||||
now_use_action=-1
|
||||
if now_index>=friendly_side.size():
|
||||
turn()
|
||||
return
|
||||
var now_block:UnitBlock=friendly_side[now_index]
|
||||
now_use_block=now_block
|
||||
var choice_arr=now_block.get_all_choice()
|
||||
for i in range(choice_arr.size()):
|
||||
var new_btn=Button.new()
|
||||
new_btn.pressed.connect(select_choice.bind(i))
|
||||
new_btn.text=choice_arr[i]
|
||||
%choice_add_pos.add_child(new_btn)
|
||||
pass
|
||||
func select_choice(index:int):
|
||||
print(index)
|
||||
now_use_action=index
|
||||
pass
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
@ -100,7 +134,15 @@ func _ready() -> void:
|
||||
astar.region=Rect2i(tile_map_area_from,tile_map_area_to-tile_map_area_from)
|
||||
astar.update()
|
||||
update_astar_from_walkable_map()
|
||||
update_moveable()
|
||||
|
||||
|
||||
for i in range(10):
|
||||
add_block(Vector2i(i,i),Database.get_block("wall"),2)
|
||||
for i in range(10):
|
||||
add_block(Vector2i(i,i+1),Database.get_block("test_character"),0)
|
||||
#for i in range(10):
|
||||
#add_block(Vector2i(i,i+2),Database.get_block("test_character"),1)
|
||||
turn()
|
||||
#从可行走tilemap图中同步到astar寻路中
|
||||
func update_astar_from_walkable_map():
|
||||
for i in range(tile_map_area_from.x,tile_map_area_to.x):
|
||||
@ -122,7 +164,10 @@ func get_walkable_path(from:Vector2i,to:Vector2i)->Array:
|
||||
return [false,0,null]
|
||||
|
||||
return [true,arr.size()-1,arr]
|
||||
pass
|
||||
|
||||
|
||||
#上一帧的缓存
|
||||
var before_mouse_block:Vector2i=Vector2i.ZERO
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
match camera_mode:
|
||||
@ -131,12 +176,98 @@ func _process(delta: float) -> void:
|
||||
%main_camera.position+=input*delta*camera_speed
|
||||
CameraMode.FOCUS:
|
||||
pass
|
||||
#测试角色移动
|
||||
if Input.is_action_just_pressed("mouse_left"):
|
||||
print("click")
|
||||
var from_crood=%walkable.local_to_map(%test_character.global_position)
|
||||
var crood=%walkable.local_to_map(get_global_mouse_position())
|
||||
var res=is_move_able(from_crood,crood,test_character_move_distance)
|
||||
print(res)
|
||||
if res[0]:
|
||||
%test_character.global_position=%walkable.map_to_local(crood)
|
||||
update_moveable()
|
||||
if now_use_action!=-1:
|
||||
|
||||
var crood=%block_add_pos.local_to_map(get_global_mouse_position())
|
||||
var now_action:BlockAction=now_use_block.could_use_action[now_use_action]
|
||||
var res=now_action.block_use_action(now_use_block,Rect2i(tile_map_area_from,tile_map_area_to-tile_map_area_from),global_block_data,crood)
|
||||
if res:
|
||||
now_use_action=-1
|
||||
|
||||
if Input.is_action_just_pressed("esc"):
|
||||
now_use_action=-1
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseMotion:
|
||||
var mouse_pos=get_global_mouse_position()
|
||||
var crood=%mouse_block.local_to_map(mouse_pos)
|
||||
update_mouse_block(crood)
|
||||
if before_mouse_block!=crood:
|
||||
|
||||
before_mouse_block=crood
|
||||
draw_action(crood)
|
||||
|
||||
func draw_action(target:Vector2i):
|
||||
if now_use_action==-1:
|
||||
return
|
||||
if not now_use_block is UnitBlock:
|
||||
return
|
||||
var block_action:BlockAction=now_use_block.could_use_action[now_use_action]
|
||||
print(block_action.need_target)
|
||||
if block_action.need_target:
|
||||
block_action.draw_action_with_target(now_use_block,Rect2i(tile_map_area_from,tile_map_area_to-tile_map_area_from),global_block_data,target,%block_add_pos)
|
||||
|
||||
#更新鼠标显示
|
||||
func update_mouse_block(pos:Vector2i,area:Rect2i=Rect2i(0,0,0,0)):
|
||||
%mouse_block.clear()
|
||||
var area_right=area.position+area.size
|
||||
for i in range(area.position.x,area_right.x+1):
|
||||
for j in range(area.position.y,area_right.y+1):
|
||||
var offset=Vector2i(i,j)
|
||||
%mouse_block.set_cell(pos+offset,0,Vector2i(0,0))
|
||||
|
||||
pass
|
||||
|
||||
func add_block(pos:Vector2i,scene:PackedScene,queue):
|
||||
var instance:BaseBlock=scene.instantiate()
|
||||
instance.block_pos=pos
|
||||
instance.request_block_move.connect(move_block.bind(instance))
|
||||
%block_add_pos.add_child(instance)
|
||||
match queue:
|
||||
0:
|
||||
friendly_side.append(instance)
|
||||
1:
|
||||
enermy_side.append(instance)
|
||||
add_block_to_data(instance,pos)
|
||||
#移动block实例到指定位置
|
||||
func move_block(from_pos:Vector2i,to_pos:Vector2i,block_instance:BaseBlock):
|
||||
if not global_block_data.has(from_pos):
|
||||
return
|
||||
var arr:Array=global_block_data[from_pos]
|
||||
if not block_instance in arr:
|
||||
return
|
||||
arr.pop_at(arr.find(block_instance))
|
||||
if not global_block_data.has(to_pos):
|
||||
global_block_data[to_pos]=[block_instance]
|
||||
else:
|
||||
global_block_data[to_pos].append(block_instance)
|
||||
|
||||
pass
|
||||
#将block的引用添加到全局字典中
|
||||
func add_block_to_data(block:BaseBlock,pos:Vector2i):
|
||||
if not global_block_data.has(pos):
|
||||
global_block_data[pos]=[block]
|
||||
else:
|
||||
global_block_data[pos].append(block)
|
||||
pass
|
||||
|
||||
|
||||
pass
|
||||
|
||||
func show_color_block(arr:Array):
|
||||
for i in range((tile_map_area_to-tile_map_area_from).x+1):
|
||||
for j in range((tile_map_area_to-tile_map_area_from).y+1):
|
||||
var offset=Vector2i(i,j)
|
||||
if arr[i][j]:
|
||||
%color_block.set_cell(tile_map_area_from+offset,ColorBlockSetColor.GREEN,Vector2i(0,0))
|
||||
else:
|
||||
%color_block.set_cell(tile_map_area_from+offset,ColorBlockSetColor.RED,Vector2i(0,0))
|
||||
pass
|
||||
|
||||
|
||||
func _on_next_pressed() -> void:
|
||||
next()
|
||||
pass # Replace with function body.
|
||||
|
File diff suppressed because one or more lines are too long
6
scene/_2d_fight/block_scene/test_character.gd
Normal file
6
scene/_2d_fight/block_scene/test_character.gd
Normal file
@ -0,0 +1,6 @@
|
||||
extends UnitBlock
|
||||
func _on_create():
|
||||
|
||||
self.could_use_action=[BlockActionMove.new(),BlockActionAttackNormal.new()]
|
||||
super._on_create()
|
||||
pass
|
12
scene/_2d_fight/block_scene/test_character.tscn
Normal file
12
scene/_2d_fight/block_scene/test_character.tscn
Normal file
@ -0,0 +1,12 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://5vqwfn05i63"]
|
||||
|
||||
[ext_resource type="Script" path="res://scene/_2d_fight/block_scene/test_character.gd" id="1_543qj"]
|
||||
[ext_resource type="Texture2D" uid="uid://be3n1b7s2o4mm" path="res://icon.svg" id="2_eh4u5"]
|
||||
|
||||
[node name="test_character" type="Node2D"]
|
||||
script = ExtResource("1_543qj")
|
||||
could_be_used_for_target = true
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="."]
|
||||
scale = Vector2(0.5, 0.5)
|
||||
texture = ExtResource("2_eh4u5")
|
10
scene/_2d_fight/block_scene/wall.tscn
Normal file
10
scene/_2d_fight/block_scene/wall.tscn
Normal file
@ -0,0 +1,10 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://c8ho6swdmdbi5"]
|
||||
|
||||
[ext_resource type="Script" path="res://class/2dFightBlock/base_block.gd" id="1_vd8gg"]
|
||||
[ext_resource type="Texture2D" uid="uid://wld1fbwto47r" path="res://res/ui/ui_033_2d_fight/icon_color_64x64/black.png" id="2_rhwnk"]
|
||||
|
||||
[node name="Wall" type="Node2D"]
|
||||
script = ExtResource("1_vd8gg")
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="."]
|
||||
texture = ExtResource("2_rhwnk")
|
@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=45 format=3 uid="uid://di6kh2u1u1p05"]
|
||||
[gd_scene load_steps=46 format=3 uid="uid://di6kh2u1u1p05"]
|
||||
|
||||
[ext_resource type="Script" path="res://class/tool/DrawerContainer.gd" id="1_8qmlu"]
|
||||
[ext_resource type="Texture2D" uid="uid://q2bnirkndyhu" path="res://res/ui/new_ui_001_main/设置@1x.png" id="1_gpofm"]
|
||||
@ -10,6 +10,7 @@
|
||||
[ext_resource type="Script" path="res://class/ButtonOffsetTrigerResource/NodeOffsetArrayResouce.gd" id="3_wycq3"]
|
||||
[ext_resource type="Texture2D" uid="uid://dox5f407o8k2h" path="res://res/ui/new_ui_001_main/遮罩@1x@1x.png" id="4_322ac"]
|
||||
[ext_resource type="Texture2D" uid="uid://bpxe3rop6ldrt" path="res://res/ui/new_ui_001_main/成就表@1x.png" id="4_u0q3a"]
|
||||
[ext_resource type="Texture2D" uid="uid://cyvpsjsou3xuh" path="res://res/ui/new_ui_001_main/banner.png" id="4_wro2c"]
|
||||
[ext_resource type="Texture2D" uid="uid://dnjolo3ihf77u" path="res://res/ui/new_ui_001_main/角色@1x@1x.png" id="4_ynrl2"]
|
||||
[ext_resource type="Texture2D" uid="uid://dvlwj6mj6hy1v" path="res://res/ui/new_ui_001_main/日历@1x.png" id="5_jvaox"]
|
||||
[ext_resource type="Texture2D" uid="uid://dtu5u6mrbgmee" path="res://res/ui/new_ui_001_main/成就@1x@1x.png" id="8_8v04f"]
|
||||
@ -89,10 +90,11 @@ layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_top = 4.0
|
||||
offset_bottom = 4.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
texture = ExtResource("4_wro2c")
|
||||
expand_mode = 1
|
||||
stretch_mode = 6
|
||||
|
||||
[node name="TextureRect2" type="TextureRect" parent="."]
|
||||
layout_mode = 1
|
||||
|
Loading…
Reference in New Issue
Block a user