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-rw-r--r--scripts/control.gd153
1 files changed, 153 insertions, 0 deletions
diff --git a/scripts/control.gd b/scripts/control.gd
new file mode 100644
index 0000000..2e31667
--- /dev/null
+++ b/scripts/control.gd
@@ -0,0 +1,153 @@
+extends Node
+
+var ineditor = false
+var state = Globals.PlayerState.PICK
+var statetype = Globals.StateType.TURRET
+var selected = ""
+var editing_turret = ""
+
+var gui : Node
+var pointer : Node
+var turret_holder : Node
+var load_turrets : Node
+var path : Node
+var world : VoxelMesh
+
+func fetch ():
+ if load_turrets != null: return
+ var root = get_tree().root.get_node("world")
+ gui = root.get_node("gui")
+ pointer = root.get_node("pointer")
+ world = root.get_node("world")
+ path = root.get_node("path")
+ turret_holder = root.get_node("turrets")
+ var saveload = root.get_node("saveload")
+ load_turrets = saveload.get_node("load_turrets")
+ if !load_turrets.loaded: yield(load_turrets, "done_loading")
+
+func _ready ():
+ fetch()
+ _refresh()
+ build_option (state, statetype)
+
+func build_option (st, sttype):
+ var opts = []
+ match st:
+ Globals.PlayerState.PICK, Globals.PlayerState.PLACE:
+ match sttype:
+ Globals.StateType.TURRET:
+ for t in load_turrets.get_base_turrets():
+ opts += [ { "type": "turret buy", "name": t.name } ]
+ Globals.StateType.ATTACH:
+ opts += [ { "type": "text", "name": "attach" } ]
+ Globals.StateType.PATH:
+ opts += [ { "type": "text", "name": "start path" } ]
+ opts += [ { "type": "text", "name": "path" } ]
+ opts += [ { "type": "text", "name": "end path" } ]
+ Globals.StateType.VOXEL:
+ for i in world.voxel_set.size():
+ var details = world.voxel_set.get_voxel(i)
+ var color = Color(1, 0, 1)
+ if details.has("color"):
+ color = details.color
+ opts += [ { "type": "color", "name": i, "color": color} ]
+
+ Globals.PlayerState.EDIT:
+ match sttype:
+ Globals.StateType.TURRET:
+ var tname = turret_holder.get_node(editing_turret).info.name
+ for t in load_turrets.get_upg_turrets(tname):
+ opts += [ { "type": "turret upg", "name": t.name } ]
+ opts += [ { "type": "text", "name": "sell" } ]
+ opts += [ { "type": "text", "name": "priority" } ]
+ opts += [ { "type": "text", "name": "modules" } ]
+ opts += [ { "type": "text", "name": "back" } ]
+
+ gui.bottom_bar.picker.build(opts)
+
+func _refresh ():
+ gui.refresh(ineditor)
+ pointer.refresh(state, statetype, selected)
+
+func to_pick ():
+ selected = ""
+ editing_turret = ""
+ state = Globals.PlayerState.PICK
+ build_option(state, statetype)
+
+func do (action, par = {}):
+ print(str(action) + " " + str(par))
+ fetch()
+ match state:
+ Globals.PlayerState.PICK:
+ match action:
+ Globals.PlayerActions.PICK:
+ selected = par.selected
+ state = Globals.PlayerState.PLACE
+
+ Globals.PlayerActions.SELECT:
+ match statetype:
+ Globals.StateType.TURRET:
+ selected = ""
+ editing_turret = par.selected
+ state = Globals.PlayerState.EDIT
+ build_option(state, statetype)
+ _: to_pick()
+
+ Globals.PlayerActions.CHANGE_TYPE:
+ selected = ""
+ editing_turret = ""
+ state = Globals.PlayerState.PICK
+ statetype = par.statetype
+ build_option(state, statetype)
+
+ Globals.PlayerState.PLACE:
+ match action:
+ Globals.PlayerActions.PLACE:
+ match statetype:
+ Globals.StateType.TURRET:
+ editing_turret = par.placed
+ state = Globals.PlayerState.EDIT
+ build_option(state, statetype)
+
+ Globals.PlayerActions.DELETE: pass
+ Globals.PlayerActions.CANCEL: to_pick()
+
+ Globals.PlayerActions.CHANGE_TYPE:
+ selected = ""
+ editing_turret = ""
+ state = Globals.PlayerState.PICK
+ statetype = par.statetype
+ build_option(state, statetype)
+
+ Globals.PlayerState.EDIT:
+ match action:
+ Globals.PlayerActions.PICK:
+ match statetype:
+ Globals.StateType.TURRET:
+ selected = par.selected
+ match par.selected:
+ "back":
+ to_pick()
+ _: to_pick()
+
+ Globals.PlayerActions.CANCEL: to_pick()
+
+ Globals.PlayerActions.CHANGE_TYPE:
+ selected = ""
+ editing_turret = ""
+ state = Globals.PlayerState.PICK
+ statetype = par.statetype
+ build_option(state, statetype)
+ _refresh()
+
+
+func gui_editor_toggle_event ():
+ ineditor = !ineditor
+ gui.refresh(ineditor)
+ path.refresh_path(ineditor)
+
+func gui_start_wave_event ():
+ path.refresh_path(ineditor)
+ #_enemies.spawn()
+ gui.refresh(ineditor)