extends Node3D @onready var hex = $Hexagon @onready var coord_label = $Hexagon/Label3D const DIR_N: Vector3 = Vector3(0, 1, -1) const DIR_NE: Vector3 = Vector3(1, 0, -1) const DIR_SE: Vector3 = Vector3(1, -1, 0) const DIR_S: Vector3 = Vector3(0, -1, 1) const DIR_SW: Vector3 = Vector3(-1, 0, 1) const DIR_NW: Vector3 = Vector3(-1, 1, 0) const DIR_ALL: Array[Vector3] = [DIR_N, DIR_NE, DIR_SE, DIR_S, DIR_SW, DIR_NW] #const size = Vector2(1, sqrt(3.0)/2.0) const size: float = 0.5 @export var layer_height: float = 0.4 class CubeCoordinates: var q: float var r: float var s: float func _init(_q: float, _r: float, _s: float): q = _q r = _r s = _s class AxialCoordinates: var q: float var r: float func _init(_q: float, _r: float): q = _q r = _r func flat_hex_corner(center: Vector2, size: float, corner_num: int) -> Vector2: var angle_deg: int = 60 * corner_num var angle_rad: float = deg_to_rad(angle_deg) return Vector2(center.x + size * cos(angle_rad), center.y + size * sin(angle_rad)) func flat_hex_to_world_position(coords: AxialCoordinates) -> Vector2: var x = size * (3.0/2.0 * coords.q) var y = size * (sqrt(3.0)/2.0 * coords.q + sqrt(3.0) * coords.r) return Vector2(x, y) #func world_to_hex_tile(world_pos: Vector3) -> Vector2: # var q = (2.0/3.0 * world_pos.x) # var r = (-1.0/3.0 * world_pos.x + sqrt(3.0)/3.0 * world_pos.z) # # return cube_round() # # return func world_to_hex_tile(coords: Vector2) -> AxialCoordinates: var q = (2.0/3.0 * coords.x) / size var r = (-1.0/3.0 * coords.x + sqrt(3.0)/3.0 * coords.y) / size return axial_round(AxialCoordinates.new(q, r)) func axial_to_cube(coords: AxialCoordinates) -> CubeCoordinates: var q = coords.q var r = coords.r var s = -q-r return CubeCoordinates.new(q, r, s) func cube_to_axial(coords: CubeCoordinates) -> AxialCoordinates: var q = coords.q var r = coords.r return AxialCoordinates.new(q, r) func axial_round(coords: AxialCoordinates) -> AxialCoordinates: return cube_to_axial(cube_round(axial_to_cube(coords))) func cube_round(coords: CubeCoordinates) -> CubeCoordinates: var q: float = round(coords.q) var r: float = round(coords.r) var s: float = round(coords.s) var q_diff: float = abs(q - coords.q) var r_diff: float = abs(r - coords.r) var s_diff: float = abs(s - coords.s) if q_diff > r_diff and q_diff > s_diff: q = -r-s elif r_diff > s_diff: r = -q-s else: s = -q-r return CubeCoordinates.new(q, r, s) @export var dragging_intersect_plane_normal: Vector3 = Vector3.UP @export var dragging_intersect_plane_distance: float = 0.0 func get_3d_pos(position2D: Vector2): return Plane(dragging_intersect_plane_normal, dragging_intersect_plane_distance).intersects_ray(get_viewport().get_camera_3d().project_ray_origin(position2D), get_viewport().get_camera_3d().project_ray_normal(position2D)) func _ready() -> void: pass #for x in range(-0, 1): # for y in range(-0, 10): # var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(x, y)) # var new_hex = hex.duplicate() # new_hex.position = Vector3(hex_pos.x, 0.0, hex_pos.y) # var hex_id = world_to_hex_tile(Vector2(hex_pos.x, hex_pos.y)) # new_hex.get_node("Label3D").text = "%d, %d" % [hex_id.q, hex_id.r] # add_child(new_hex) func spawn_random_tile() -> void: var tile_copy = hex.duplicate() var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(randi_range(-20, 20), randi_range(-20, 20))) tile_copy.position = Vector3(hex_pos.x, 20.0, hex_pos.y) var target_pos = Vector3(hex_pos.x, 0.0, hex_pos.y) add_child(tile_copy) var tween = get_tree().create_tween() tween.tween_property(tile_copy, "position", target_pos, 1.0).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO) func move_tile_to_random_position() -> void: var new_hex_pos = flat_hex_to_world_position(AxialCoordinates.new(randi_range(-20, 20), randi_range(-20, 20))) var sky_new_hex_pos = Vector3(new_hex_pos.x, 20.0, new_hex_pos.y) var ground_new_hex_pos = Vector3(new_hex_pos.x, 0.0, new_hex_pos.y) var current_hex_pos = hex.position var sky_current_hex_pos = hex.position + Vector3(0.0, 20.0, 0.0) var tween = get_tree().create_tween() tween.tween_property(hex, "position", sky_current_hex_pos, 0.5).set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_EXPO) tween.tween_property(hex, "position", sky_new_hex_pos, 0.0) tween.tween_property(hex, "position", ground_new_hex_pos, 1.0).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO) func _process(delta) -> void: if Input.is_action_just_pressed("ui_accept"): print("yay") spawn_random_tile() var pos3d = get_3d_pos(get_viewport().get_mouse_position()) return if pos3d: var hex_pos = flat_hex_to_world_position(world_to_hex_tile(Vector2(pos3d.x, pos3d.z))) hex.position = Vector3(hex_pos.x, 0.0, hex_pos.y) coord_label.text = "%d, %d" % [hex_pos.x, hex_pos.y]