added multiplayer connection. TODO: Sync Inventory values. Disable moving of other color tiles

This commit is contained in:
Sch1nken 2024-03-16 02:36:45 +01:00
parent e8cd148bc7
commit 3de181134d
13 changed files with 360 additions and 67 deletions

View file

@ -4,7 +4,7 @@ class_name InsectButton
@onready var hex = $Hex
@onready var tile_count_label = $Hex/TileCountLabel
@onready var insect_icon = $Hex/InsectIcon
const BEE = preload("res://Tile/Prefabs/Bee.tres")
var BEE = load("res://Tile/Prefabs/Bee.tres")
@export var insect_resource: TileResource = BEE
const HEX_BLACK = preload("res://InsectTiles/Assets/UI/hex_black.svg")
@ -12,6 +12,8 @@ const HEX_WHITE = preload("res://InsectTiles/Assets/UI/hex_white.svg")
@export var is_black: bool = false
var disable_amount_display: bool = false
var tile_count: int = 1
var selected: bool = false
@ -83,6 +85,9 @@ func refresh_state() -> void:
func _ready() -> void:
update_color(is_black)
if disable_amount_display:
$Hex/TileCountLabel.visible = false
GameEvents.insect_selected.connect(_on_insect_selected)
GameEvents.insect_placement_cancelled.connect(_on_placement_cancelled)
GameEvents.insect_placed.connect(_on_insect_placed)
@ -133,6 +138,9 @@ func _on_pressed():
if is_empty():
return
if GameData.is_player_black != is_black and not GameData.debug:
return
selected = true
GameEvents.insect_selected.emit(self, is_black)