Initial door placement implemented

This commit is contained in:
effie 2025-07-01 22:42:22 +10:00
parent 2534a72265
commit a1dec4b25c
8 changed files with 107 additions and 19 deletions

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@ -1,10 +1,10 @@
extends Node3D
var tile_grid_size = 64
var astar_grid_room = AStarGrid2D.new()
var load_tile = preload("res://tiles/base_tile/base_tile.tscn")
var load_room = preload("res://places/base_place/base_room.tscn")
var load_door = preload("res://tiles/base_tile/base_door.tscn")
var place_tile_dict = {}
@ -18,7 +18,14 @@ var tile_count_z_hist = null
var build_allowed = true
var current_room = null
var current_room_walls = []
var current_door = null
func _ready():
#connect("wall_built", record_walls)
#Sets up a simple 2D grid of blank tiles.
for x in range(tile_grid_size):
@ -164,10 +171,12 @@ func build_selection():
var tile_selected = place_tile_dict[i]
tile_selected.update(1, 4)
create_room()
var room = create_room()
selection_dict.clear()
return room
func clear_selection():
#When the clear button is clicked, it clears the selected tiles without doing anything.
@ -197,3 +206,50 @@ func create_room():
for i in room.room_tile_dict:
place_tile_dict[i].room_id = room
current_room = room
return room
#func record_walls():
func create_door():
for i in current_room.room_tile_dict.keys():
for j in current_room.room_tile_dict[i].wall_dict.keys():
current_room_walls.append((Vector3(i) + Vector3(0.5, 0, 0.5)) + Vector3(j) / 2)
current_door = true
var door = load_door.instantiate()
door.room = current_room
add_child(door)
return door
func hover_door(position):
if not current_door:
current_door = create_door()
var closest = null
var closest_distance = INF
for i in current_room_walls:
var distance = position.distance_to(i)
if closest_distance > distance:
closest_distance = distance
closest = i
current_door.position = closest
current_door.rotation_degrees = Vector3(0, 180 * fmod(closest.x, 1), 0)
func build_door():
current_room = null
current_room_walls = []
current_door = null

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@ -5,7 +5,5 @@
[node name="BasePlace" type="Node3D"]
script = ExtResource("1_uq3a8")
[node name="Grid" type="Node3D" parent="."]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.345446, 0.938439, 0, -0.938439, 0.345446, 41.393, 18.7409, 34.4224)

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@ -16,10 +16,11 @@ func _ready():
init_path_grid()
pass
func init_path_grid():
print(self.name)
for i in room_tile_dict.keys():
var id = path_grid.get_available_point_id()

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@ -5,6 +5,9 @@ var place = load_place.instantiate()
var build_enabled = false
var is_building = false
var is_placing_door = false
var last_room = null
var build_start_pos = null
@ -21,30 +24,40 @@ func _on_build_toggle(toggled_on):
if not toggled_on:
place.clear_selection()
func start_build(event):
is_building = event.button_mask
func _on_area_3d_input_event(_camera, event, event_position, _normal, _shade_id):
#Checks input events from the mouse planex
if event.is_action_pressed("select") && build_enabled:
build_start_pos = event_position
start_build(event)
is_building = event
place.draw_tile_click(build_start_pos)
if is_building:
if event.button_mask:
var build_mouse_pos = event_position
place.init_select_drag(build_start_pos, build_mouse_pos)
elif is_building:
if Input.is_action_pressed("select"):
place.init_select_drag(build_start_pos, event_position)
if not event.button_mask:
start_build(event)
else:
is_building = event
place.end_select_drag()
func _on_confirm_button_pressed() -> void:
if place.build_allowed:
place.build_selection()
is_building = false
elif is_placing_door:
if not event.button_mask:
place.hover_door(event_position)
if event.is_action_pressed("select"):
is_placing_door = false
place.build_door()
emit_signal("room_built")
func _on_confirm_button_pressed() -> void:
if is_building:
if place.build_allowed:
last_room = place.build_selection()
build_enabled = false
is_building = false
is_placing_door = true
#
else:
pass

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@ -0,0 +1,3 @@
extends Node3D
var room = null

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@ -0,0 +1 @@
uid://dptw3xl225fxk

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@ -0,0 +1,12 @@
[gd_scene load_steps=3 format=3 uid="uid://b6qehpvvnv5r3"]
[ext_resource type="Script" uid="uid://dptw3xl225fxk" path="res://tiles/base_tile/base_door.gd" id="1_8olbq"]
[sub_resource type="PrismMesh" id="PrismMesh_2crd3"]
[node name="BaseDoor" type="Node3D"]
script = ExtResource("1_8olbq")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
mesh = SubResource("PrismMesh_2crd3")

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@ -67,6 +67,8 @@ var wall_dict = {}
var room_id = null
signal wall_built
func _ready():
$Label3D.text = str(grid_pos)
pass
@ -94,6 +96,8 @@ func update_face(neighbor_index, mode):
wall_dict[face] = wall
emit_signal("wall_built", room_id)
add_child(wall)