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authorMatheus <matheus.guedes.mg.m@gmail.com>2025-09-14 00:14:25 -0300
committerMatheus <matheus.guedes.mg.m@gmail.com>2025-09-14 00:14:25 -0300
commit5958d9c071915ab71aea5a5c08d79e88024f6c58 (patch)
tree8ab992a1ae055ea501faa48f3fdc778061945ba0 /scripts/InputHandling/CastSpellInputHandler.cs
parent539fd4820f37aa54df8878091db9680d89ee027a (diff)
The newer scolls: groundrim.
Diffstat (limited to 'scripts/InputHandling/CastSpellInputHandler.cs')
-rw-r--r--scripts/InputHandling/CastSpellInputHandler.cs93
1 files changed, 93 insertions, 0 deletions
diff --git a/scripts/InputHandling/CastSpellInputHandler.cs b/scripts/InputHandling/CastSpellInputHandler.cs
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+++ b/scripts/InputHandling/CastSpellInputHandler.cs
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+using Godot;
+using TheLegendOfGustav.Entities.Actors;
+using TheLegendOfGustav.Entities.Actions;
+using TheLegendOfGustav.Utils;
+
+using TheLegendOfGustav.InputHandling;
+using TheLegendOfGustav.Map;
+using TheLegendOfGustav.Magic;
+
+namespace TheLengendOfGustav.InputHandling;
+
+/// <summary>
+/// Esquema de controles para quando o jogador precisar escolher um alvo
+/// de feitiço.
+///
+/// É bem similar ao InspectorInputHandler.
+/// </summary>
+public partial class CastSpellInputHandler : BaseInputHandler
+{
+ private static readonly PackedScene inspectorScene = GD.Load<PackedScene>("res://scenes/Inspector.tscn");
+
+ private static readonly Godot.Collections.Dictionary<string, Vector2I> directions = new()
+ {
+ {"walk-up", Vector2I.Up},
+ {"walk-down", Vector2I.Down},
+ {"walk-left", Vector2I.Left},
+ {"walk-right", Vector2I.Right},
+ {"walk-up-right", Vector2I.Up + Vector2I.Right},
+ {"walk-up-left", Vector2I.Up + Vector2I.Left},
+ {"walk-down-right", Vector2I.Down + Vector2I.Right},
+ {"walk-down-left", Vector2I.Down + Vector2I.Left},
+ };
+
+ private Inspector inspector = null;
+ private SpellResource selectedSpell = null;
+ [Export]
+ private Map map;
+
+ public override void _Ready()
+ {
+ base._Ready();
+
+ // O jogador informa qual feitiço será usado.
+ SignalBus.Instance.PlayerSpellChooseLocation += (SpellResource spell) => selectedSpell = spell;
+ }
+
+ public override void Enter()
+ {
+ inspector = inspectorScene.Instantiate<Inspector>();
+
+ inspector.GridPosition = map.MapData.Player.GridPosition;
+
+ map.AddChild(inspector);
+ }
+
+ public override void Exit()
+ {
+ selectedSpell = null;
+ inspector.QueueFree();
+ }
+
+
+ public override Action GetAction(Player player)
+ {
+ Action action = null;
+
+ foreach (var direction in directions)
+ {
+ if (Input.IsActionJustPressed(direction.Key))
+ {
+ inspector.Walk(direction.Value);
+ }
+ }
+
+ if (selectedSpell != null && Input.IsActionJustPressed("ui_accept"))
+ {
+ action = new SpellAction(player, inspector.GridPosition - player.GridPosition, selectedSpell);
+
+ GetParent<InputHandler>().SetInputHandler(InputHandlers.MainGame);
+ }
+
+ // Se o jogador cancelar a seleção,
+ // Mandamos um sinal avisando que o feitiço não foi executado com sucesso.
+ // Pergaminhos usam esta informação.
+ if (Input.IsActionJustPressed("quit"))
+ {
+ SignalBus.Instance.EmitSignal(SignalBus.SignalName.PlayerSpellCast, false);
+ GetParent<InputHandler>().SetInputHandler(InputHandlers.MainGame);
+ }
+
+ return action;
+ }
+} \ No newline at end of file