basic tile placement, TODO: check valid placement with color, turn based placement

This commit is contained in:
Sch1nken 2024-03-05 15:47:11 +01:00
parent 2a8bd73d07
commit cabc35394f
97 changed files with 1348 additions and 948 deletions

46
BuildMenu.gd Normal file
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extends Control
@onready var local_player_insects = $PanelContainer/MarginContainer/VBoxContainer/HBoxContainer2/LocalPlayerInsects
@onready var remote_player_insects = $PanelContainer/MarginContainer/VBoxContainer/HBoxContainer2/RemotePlayerInsects
const INSECT_BUTTON = preload("res://UI/insect_button.tscn")
const default_insects = {
#preload("res://Tile/Prefabs/Bee.tres"): 1,
preload("res://Tile/Prefabs/Ant.tres"): 3,
preload("res://Tile/Prefabs/Beetle.tres"): 2,
preload("res://Tile/Prefabs/Grasshopper.tres"): 3,
preload("res://Tile/Prefabs/Spider.tres"): 2
}
# Called when the node enters the scene tree for the first time.
func _ready():
#var unique_array = default_insects.duplicate().map()
for key in default_insects.keys():
print(default_insects[key])
var btn = INSECT_BUTTON.instantiate()
btn.insect_resource = key
btn.tile_count = default_insects[key]
btn.is_black = false
local_player_insects.add_child(btn)
for key in default_insects.keys():
var btn = INSECT_BUTTON.instantiate()
btn.insect_resource = key
btn.tile_count = default_insects[key]
btn.is_black = true
remote_player_insects.add_child(btn)
remote_player_insects.move_child(btn, 0)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if Input.is_action_just_pressed("deselect_tile"):
GameEvents.insect_placement_cancelled.emit()
pass
pass
func _on_bee_button_pressed():
print("bsss")
pass # Replace with function body.