diff options
| author | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-09-02 12:50:09 -0300 |
|---|---|---|
| committer | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-09-02 12:50:09 -0300 |
| commit | 6842ccfd372601db6b5d3f678ab5ebf03ad2b206 (patch) | |
| tree | 572c89e5d266087f18c763bec3085dca3f29bdb6 /scripts | |
| parent | 4be033a60846cbdd290da27be44f270eba5a964d (diff) | |
Adicionado entidade Inspetor.
Diffstat (limited to 'scripts')
| -rw-r--r-- | scripts/actors/Actor.cs | 2 | ||||
| -rw-r--r-- | scripts/actors/Inspector.cs | 39 | ||||
| -rw-r--r-- | scripts/actors/Inspector.cs.uid | 1 | ||||
| -rw-r--r-- | scripts/input/BaseInputHandler.cs | 17 | ||||
| -rw-r--r-- | scripts/input/InputHandler.cs | 8 | ||||
| -rw-r--r-- | scripts/input/InspectInputHandler.cs | 59 | ||||
| -rw-r--r-- | scripts/input/InspectInputHandler.cs.uid | 1 | ||||
| -rw-r--r-- | scripts/input/MainGameInputHandler.cs | 4 |
8 files changed, 123 insertions, 8 deletions
diff --git a/scripts/actors/Actor.cs b/scripts/actors/Actor.cs index 2d22d44..80e8c1d 100644 --- a/scripts/actors/Actor.cs +++ b/scripts/actors/Actor.cs @@ -4,7 +4,7 @@ using Godot; /// A classe de ator define um personagem no jogo. /// </summary> [GlobalClass] -public abstract partial class Actor : Sprite2D +public partial class Actor : Sprite2D { /// <summary> /// Sinal emitido toda vez que o HP mudar. diff --git a/scripts/actors/Inspector.cs b/scripts/actors/Inspector.cs new file mode 100644 index 0000000..0bdab5b --- /dev/null +++ b/scripts/actors/Inspector.cs @@ -0,0 +1,39 @@ +using Godot; + +/// <summary> +/// Isto é uma abominação +/// </summary> +public partial class Inspector : Sprite2D +{ + private static readonly Texture2D texture = GD.Load<Texture2D>("res://assets/sprites/inspector.png"); + + private Vector2I gridPosition = Vector2I.Zero; + /// <summary> + /// Posição do inspetor no espaço. Diferentemente de Position, GridPosition tem como formato + /// os tiles do mapa. + /// </summary> + public Vector2I GridPosition { + set { + gridPosition = value; + // O sistema de coordenadas do Godot é em pixels, mas faz mais sentido para o jogo utilizar coordenadas em tiles. + // Esta propriedade converte um sistema para o outro automaticamente. + Position = Grid.GridToWorld(value); + } + get => gridPosition; + } + + public Inspector(Vector2I initialPosition) + { + GridPosition = initialPosition; + Centered = false; + Texture = texture; + } + + /// <summary> + /// O Inspetor não faz parte do mapa. + /// </summary> + /// <param name="offset"></param> + public void Walk(Vector2I offset) { + GridPosition += offset; + } +}
\ No newline at end of file diff --git a/scripts/actors/Inspector.cs.uid b/scripts/actors/Inspector.cs.uid new file mode 100644 index 0000000..ca411e4 --- /dev/null +++ b/scripts/actors/Inspector.cs.uid @@ -0,0 +1 @@ +uid://dxsrtu4b3pi08 diff --git a/scripts/input/BaseInputHandler.cs b/scripts/input/BaseInputHandler.cs index 4ba25d7..4e389ed 100644 --- a/scripts/input/BaseInputHandler.cs +++ b/scripts/input/BaseInputHandler.cs @@ -9,11 +9,18 @@ using Godot; /// Mas isto pode aumentar. /// </summary> public abstract partial class BaseInputHandler : Node { - - /// <summary> - /// Obtém uma ação do usuári conforme input. + /// <summary> + /// Método executado quando o input handler entra em cena; /// </summary> - /// <param name="player">Jogador</param> - /// <returns>Ação que o jogador escolheu, nulo se nenhuma.</returns> + public virtual void Enter() { } + /// <summary> + /// Método executado quando o input handler sai de cena; + /// </summary> + public virtual void Exit() { } + /// <summary> + /// Obtém uma ação do usuári conforme input. + /// </summary> + /// <param name="player">Jogador</param> + /// <returns>Ação que o jogador escolheu, nulo se nenhuma.</returns> public abstract Action GetAction(Player player); } diff --git a/scripts/input/InputHandler.cs b/scripts/input/InputHandler.cs index 873276f..4f5b4e1 100644 --- a/scripts/input/InputHandler.cs +++ b/scripts/input/InputHandler.cs @@ -3,7 +3,8 @@ using Godot; public enum InputHandlers { MainGame, - GameOver + GameOver, + Inspect } /// <summary> @@ -25,7 +26,8 @@ public partial class InputHandler : Node inputHandlers.Add(InputHandlers.MainGame, GetNode<MainGameInputHandler>("MainGameInputHandler")); // Controles para quando o jogador está morto. inputHandlers.Add(InputHandlers.GameOver, GetNode<GameOverInputHandler>("GameOverInputHandler")); - + inputHandlers.Add(InputHandlers.Inspect, GetNode<InspectInputHandler>("InspectInputHandler")); + SetInputHandler(startingInputHandler); } @@ -39,6 +41,8 @@ public partial class InputHandler : Node /// </summary> /// <param name="inputhandler">Estado do jogo.</param> public void SetInputHandler(InputHandlers inputhandler) { + selectedInputHandler?.Exit(); selectedInputHandler = inputHandlers[inputhandler]; + selectedInputHandler.Enter(); } } diff --git a/scripts/input/InspectInputHandler.cs b/scripts/input/InspectInputHandler.cs new file mode 100644 index 0000000..60c10e4 --- /dev/null +++ b/scripts/input/InspectInputHandler.cs @@ -0,0 +1,59 @@ +using Godot; + +/// <summary> +/// TODO: Esta solução é nojenta e precisa ser retrabalhada. +/// </summary> +public partial class InspectInputHandler : BaseInputHandler +{ + private 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}, + }; + /// <summary> + /// Preciso disso + /// </summary> + [Export] + private Map map; + + private Inspector inspector; + + public override void Enter() { + inspector = new(map.Map_Data.Player.GridPosition) + { + ZIndex = 4 + }; + // Copiamos a câmera do jogador com todas as suas configurações + Camera2D camera = (Camera2D) map.Map_Data.Player.GetNode<Camera2D>("Camera2D").Duplicate(); + inspector.AddChild(camera); + + map.AddChild(inspector); + camera.Enabled = true; + camera.MakeCurrent(); + } + + public override void Exit() { + 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 (Input.IsActionJustPressed("quit")) { + GetParent<InputHandler>().SetInputHandler(InputHandlers.MainGame); + } + + return action; + } +}
\ No newline at end of file diff --git a/scripts/input/InspectInputHandler.cs.uid b/scripts/input/InspectInputHandler.cs.uid new file mode 100644 index 0000000..20141fa --- /dev/null +++ b/scripts/input/InspectInputHandler.cs.uid @@ -0,0 +1 @@ +uid://bamlnrj5bm1rd diff --git a/scripts/input/MainGameInputHandler.cs b/scripts/input/MainGameInputHandler.cs index 1c5ac6e..c7bf26a 100644 --- a/scripts/input/MainGameInputHandler.cs +++ b/scripts/input/MainGameInputHandler.cs @@ -24,6 +24,10 @@ public partial class MainGameInputHandler : BaseInputHandler { action = new BumpAction(player, direction.Value); } } + + if (Input.IsActionJustPressed("inspect")) { + GetParent<InputHandler>().SetInputHandler(InputHandlers.Inspect); + } if (Input.IsActionJustPressed("skip-turn")) { action = new WaitAction(player); |
