WIP 2D rework

This commit is contained in:
2025-05-12 00:16:13 +02:00
parent 2a7f39e3fe
commit 366923699c
14 changed files with 363 additions and 3 deletions
@@ -0,0 +1,33 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
public partial class InteractionArea2D : Node2D
{
[Export] private Area2D _area;
[Export] private Label _label;
[Export] private bool _showLabel = true;
[Signal]
public delegate void InteractedEventHandler();
public void OnPlayerEntered(Node2D player)
{
if(_showLabel)
_label.Show();
}
public void OnPlayerExited(Node2D player)
{
_label.Hide();
}
public override void _Input(InputEvent @event)
{
if (@event.IsAction("interact") && @event.IsPressed() && _area.HasOverlappingBodies())
{
_label.Hide();
EmitSignal(SignalName.Interacted);
}
}
}
@@ -0,0 +1 @@
uid://ckp413wrub5fm
@@ -6,8 +6,8 @@ namespace Babushka.scripts.CSharp.Common.CharacterControls;
public partial class VesnaBehaviour : Node
{
[ExportGroup("Farming")]
[Export] private FieldService _fieldParent;
[Export] private FarmingControls _farmingControls;
[Export] private FieldService2D _fieldParent;
[Export] private FarmingControls2D _farmingControls;
[Signal] public delegate void ToolPickupEventHandler(bool success);
@@ -0,0 +1,97 @@
using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.Farming;
[GlobalClass]
public partial class FarmingControls2D : Node2D
{
[Export] private Sprite2D _hoeSprite;
[Export] private Sprite2D _wateringCanSprite;
[Export] private PackedScene _fieldPrefab;
[Export] private Node2D _movingPlayer;
[Export] private Camera2D _camera;
public FieldService2D FieldParent;
private bool _hoeInHand = false;
private bool _waterCanInHand = false;
#region Tools
public bool ActivateHoe(bool activate)
{
bool success = ActivateTool(activate, _hoeSprite);
_hoeInHand = success;
return success;
}
public bool ActivateWateringCan(bool activate)
{
bool success = ActivateTool(activate, _wateringCanSprite);
_waterCanInHand = success;
return success;
}
private bool ActivateTool(bool activate, Sprite2D tool)
{
tool.Visible = !activate;
return !activate;
}
#endregion
public override void _Input(InputEvent @event)
{
Vector2 mousePosition = GetViewport().GetMousePosition();
Vector2I adjustedPosition = new Vector2I(AdjustValue(mousePosition.X), AdjustValue(mousePosition.Y));
if (@event.IsActionPressed("click") && _hoeInHand)
{
MakeField(adjustedPosition);
}
if (@event.IsActionPressed("click") && _waterCanInHand)
{
WaterTheField(adjustedPosition);
}
}
private void WaterTheField(Vector2I fieldPosition)
{
FieldBehaviour2D field = FieldParent.Get(fieldPosition);
if (field == null)
return;
field.Water();
}
private void MakeField(Vector2I fieldPosition)
{
if(FieldParent == null || _fieldPrefab == null)
return;
// only instantiate a field if there isn't one already.
if(FieldParent.Get(fieldPosition) == null)
{
Node fieldInstance = _fieldPrefab.Instantiate();
if (fieldInstance is Node2D field2d)
{
// add dictionary entry for the field
Array<Node> fields = field2d.FindChildren("*", nameof(FieldBehaviour2D));
if (fields.Count > 0)
FieldParent.TryAddEntry(fieldPosition, fields[0] as FieldBehaviour2D);
// reposition and reparent the instance
field2d.Position = new Vector2(fieldPosition.X, fieldPosition.Y);;
FieldParent.AddChild(fieldInstance);
}
}
}
private int AdjustValue(float value)
{
return (int) Mathf.Floor(value);
}
}
@@ -0,0 +1 @@
uid://bcskt5ckh3rqa
@@ -0,0 +1,47 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
[GlobalClass]
public partial class FieldBehaviour2D : Sprite2D
{
[Export] private Texture2D Tilled;
[Export] private Texture2D Watered;
[Export] public FieldState FieldState = FieldState.Empty;
public Vector2 FieldPosition;
public override void _Ready()
{
Texture = Tilled;
base._Ready();
}
public void Water()
{
FieldState = FieldState.Watered;
Texture = Watered;
}
/// <summary>
/// Called when the player enters the field'S interaction area and presses <E>.
/// </summary>
public void Farm()
{
switch (FieldState)
{
case FieldState.Empty:
Texture = Tilled;
FieldState = FieldState.Tilled;
break;
case FieldState.Tilled:
FieldState = FieldState.Planted;
break;
case FieldState.Planted:
break;
default:
break;
}
}
}
@@ -0,0 +1 @@
uid://bdffon388rkty
@@ -0,0 +1,54 @@
using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.Farming;
public partial class FieldService2D : Node2D
{
[Export] private Dictionary<Vector2I, FieldBehaviour2D> fields = new Dictionary<Vector2I, FieldBehaviour2D>();
//Create
public bool TryAddEntry(Vector2I key, FieldBehaviour2D field)
{
if (!fields.ContainsKey(key))
{
fields.Add(key, field);
return true;
}
return false;
}
// Read
public FieldBehaviour2D Get(Vector2I key)
{
if (fields.TryGetValue(key, out FieldBehaviour2D field))
return field;
return field;
return null;
}
//Update
public void UpdateEntry(Vector2I fieldPosition, FieldBehaviour2D state)
{
if (fields.ContainsKey(fieldPosition))
{
fields[fieldPosition] = state;
}
else
{
TryAddEntry(fieldPosition, state);
}
}
//Delete
public void RemoveEntry(Vector2I fieldPosition)
{
if (fields.ContainsKey(fieldPosition))
{
fields.Remove(fieldPosition);
}
}
}
@@ -0,0 +1 @@
uid://dhxtdhfqx3bte
@@ -0,0 +1,45 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
public partial class VesnaBehaviour2D : Node
{
[ExportGroup("Farming")]
[Export] private FieldService _fieldParent;
[Export] private FarmingControls _farmingControls;
[Signal] public delegate void ToolPickupEventHandler(bool success);
public override void _Ready()
{
_farmingControls.FieldParent = _fieldParent;
}
#region Farming
public void ActivateHoe(bool activate)
{
ActivateTool(activate, 0);
}
public void ActivateWateringCan(bool activate)
{
ActivateTool(activate, 1);
}
private void ActivateTool(bool activate , int toolId)
{
bool success = false;
if (toolId == 0)
{
success = _farmingControls.ActivateHoe(activate);
}
else if (toolId == 1)
{
success = _farmingControls.ActivateWateringCan(activate);
}
EmitSignal(SignalName.ToolPickup, success);
}
#endregion
}
@@ -0,0 +1 @@
uid://b05uyj001ehwi