#57 rework des inputs et actions

This commit is contained in:
2025-09-05 15:11:29 +02:00
parent 3d0104ed4a
commit 2dc365736f
21 changed files with 490 additions and 358 deletions

View File

@@ -26,7 +26,7 @@ func interact(p : Player) -> bool:
return false
p.play_sfx("harvest")
p.delete_item()
p.delete_item(p.inventory.get_item())
fill_value += value_per_seed
if fill_value >= 1.:
$AnimationPlayer.play("empty")

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@@ -1,41 +0,0 @@
extends Area2D
class_name ActionArea
const OPACITY = 0.4
const ACTIVATED_COLOR = Color.TURQUOISE
const DEACTIVATED_COLOR = Color.REBECCA_PURPLE
var collision_shape : CollisionShape2D = null
var area_width : float
var area_max_distance : float
var player : Player
var activated : bool = false
func _init(
_player: Player,
_area_width : float = 40,
):
player = _player
area_width = _area_width
func _ready():
collision_shape = CollisionShape2D.new()
collision_shape.shape = CircleShape2D.new()
collision_shape.shape.radius = area_width
add_child(collision_shape)
func _process(_delta):
var target_position = get_global_mouse_position() - player.global_position
if Vector2.ONE.distance_to(target_position) > player.max_reach:
target_position = Vector2.ZERO.direction_to(target_position)*player.max_reach
position = target_position
queue_redraw()
func _draw():
draw_circle(
Vector2.ZERO,
area_width,
Color((ACTIVATED_COLOR if activated else DEACTIVATED_COLOR), OPACITY)
)

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@@ -1 +0,0 @@
uid://btmwjrscevcb1

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@@ -1,46 +1,32 @@
extends CharacterBody2D
class_name Player
const MAX_REACH_CIRCLE_OPACITY = 0.1
const MAX_REACH = 100
signal player_updated(player: Player)
signal action_tried_without_energy
signal action_not_permitted
signal upgraded
var planet : Planet # mis à jour par la classe Planet
@export var speed = 350
@onready var inventory : Inventory = Inventory.new()
var max_energy : int = 3
var max_reach : int = 100 :
set(v):
max_reach = v
queue_redraw()
var has_just_received_instruction : bool = false # pour récupérer les zones dans les action_area, une frame doit être passée depuis la création de la zone
var controlling_player : bool = true :
set(v):
controlling_player = v
velocity = Vector2.ZERO
var target_interactable : Interactable = null # mis à jour par la classe Interactable
var instruction : Instruction = null
var can_use_item : bool = false :
set(v):
var old = can_use_item
can_use_item = v
if old != can_use_item:
print("emit")
player_updated.emit(self)
var energy : int = max_energy :
set(v):
energy = v
player_updated.emit(self)
var action_area : ActionArea = null :
set(v):
action_area = v
queue_redraw()
@onready var inventory : Inventory = Inventory.new()
@onready var preview_zone : Area2D = null
@onready var action_zone : Area2D = null
func _ready():
player_updated.emit(self)
@@ -50,7 +36,7 @@ func _ready():
# Méthode déclenchée par la classe planet
func _start_pass_day():
controlling_player = false
target_interactable = null
instruction = null
# Méthode déclenchée par la classe planet
func _pass_day():
@@ -61,100 +47,93 @@ func _end_pass_day():
controlling_player = true
func _process(_delta):
get_input()
move_and_slide()
func _on_inventory_updated(_inventory: Inventory):
emit_signal("player_updated", self)
func _draw():
if action_area:
draw_arc(
Vector2.ZERO,
max_reach,
0.,
2*PI,
30,
Color(Color.WHITE,MAX_REACH_CIRCLE_OPACITY),
1
)
func get_input():
if controlling_player:
var old_velocity=velocity
calculate_direction()
can_use_item = inventory.get_item() and inventory.get_item().can_use(self)
if action_area:
action_area.activated = can_use_item
if target_interactable and target_interactable in $InteractArea2D.get_overlapping_areas():
if target_interactable.can_interact(self):
Pointer.stop_inspect_entity(target_interactable)
target_interactable.interact(self)
target_interactable = null
if Input.is_action_just_pressed("action"):
try_use_item()
if Input.is_action_just_pressed("drop") and inventory.get_item():
drop_item()
if instruction and instruction.can_be_done(self) and not has_just_received_instruction:
instruction.do(self)
instruction = null
move_preview_zone(get_global_mouse_position())
has_just_received_instruction = false
# Sound
if old_velocity.length()==0 and velocity.length()!=0:
play_sfx("move")
else:
velocity = Vector2.ZERO
move_and_slide()
func _on_inventory_updated(_inventory: Inventory):
if inventory.get_item():
setup_preview_zone(inventory.get_item().use_zone_radius)
emit_signal("player_updated", self)
func calculate_direction():
var input_direction: Vector2 = Input.get_vector("move_left", "move_right", "move_up", "move_down")
if input_direction.length() != 0:
target_interactable = null
if target_interactable:
input_direction = self.global_position.direction_to(target_interactable.global_position)
instruction = null
if instruction:
input_direction = self.global_position.direction_to(instruction.position)
velocity = input_direction * speed
if input_direction.x:
$Sprite.flip_h = (input_direction.x < 0)
func try_use_item():
if energy == 0:
action_tried_without_energy.emit()
elif not can_use_item:
action_not_permitted.emit()
if energy > 0 and can_use_item:
use_item()
func can_interact(interactable : Interactable):
return interactable.can_interact(self)
func try_interact(interactable : Interactable):
has_just_received_instruction = true
instruction = InteractableInstruction.new(
interactable
)
func try_move(move_to : Vector2):
instruction = MoveInstruction.new(move_to)
func get_item(item : Item):
remove_action_area()
inventory.set_item(item)
var new_action_area = item.generate_action_area(self)
if new_action_area != null :
add_action_area(new_action_area)
play_sfx("pick")
func drop_item():
var item_to_drop = inventory.pop_item()
planet.drop_item(item_to_drop, global_position)
remove_action_area()
play_sfx("drop")
func delete_item():
inventory.set_item(null)
remove_action_area()
func delete_item(item: Item):
inventory.remove_item(item)
func use_item():
var item : Item = inventory.get_item()
var is_item_used = item.use(self)
if is_item_used:
energy -= 1
if item.is_one_time_use():
delete_item()
func try_use_item(item : Item, use_position : Vector2):
has_just_received_instruction = true
setup_action_zone(use_position, item.use_zone_radius)
instruction = ItemActionInstruction.new(
use_position,
item
)
func add_action_area(area : ActionArea):
action_area = area
add_child(action_area)
func preview_can_use_item(item : Item) -> bool:
return can_use_item_on_zone(item, preview_zone)
func remove_action_area():
if (action_area):
remove_child(action_area)
action_area.queue_free()
action_area = null
func can_use_item_on_zone(item : Item, zone: Area2D) -> bool:
return (
inventory.has_item(item)
and (energy - item.use_energy) >= 0
and item.can_use(self, zone)
)
func use_item(item : Item):
print(action_zone.get_overlapping_areas())
if can_use_item_on_zone(item, action_zone):
var is_item_used = item.use(self, action_zone)
if is_item_used:
energy -= item.use_energy
if item.is_one_time_use():
delete_item(item)
func upgrade():
max_energy += 1
@@ -164,6 +143,44 @@ func upgrade():
func recharge(amount : int = max_energy):
energy = min(energy + amount, max_energy)
func generate_action_area(radius : int = 0) -> Area2D:
var area2D = Area2D.new()
var collision_shape = CollisionShape2D.new()
var circle_shape = CircleShape2D.new()
circle_shape.radius = radius
collision_shape.shape = circle_shape
area2D.add_child(collision_shape)
get_parent().add_child(area2D)
return area2D
func setup_preview_zone(zone_radius : int) -> Area2D:
if preview_zone:
preview_zone.queue_free()
preview_zone = generate_action_area(zone_radius)
return preview_zone
func setup_action_zone(zone_position : Vector2, zone_radius : int) -> Area2D:
if action_zone:
action_zone.queue_free()
action_zone = generate_action_area(zone_radius)
action_zone.global_position = zone_position
return action_zone
func move_preview_zone(zone_position : Vector2):
if preview_zone:
preview_zone.global_position = zone_position
func detect_area_in_preview_zone() -> Array:
return preview_zone.get_overlapping_areas()
func detect_area_in_action_zone() -> Array:
if action_zone:
return action_zone.get_overlapping_areas()
return []
func play_sfx(sound : String):
match sound:
"dig":
@@ -176,3 +193,45 @@ func play_sfx(sound : String):
$Audio/AudioStreamPlayer_drop.play()
"move":
$Audio/AudioStreamPlayer_movement.play()
class Instruction:
var position : Vector2
func _init(_pos : Vector2):
position = _pos
func can_be_done(player : Player):
return player.global_position.distance_to(position) < 10
func do(_player : Player):
pass
class MoveInstruction extends Instruction:
pass
class ItemActionInstruction extends Instruction:
var item = Item
func _init(_pos : Vector2, _item : Item):
position = _pos
item = _item
func can_be_done(player : Player):
return player.global_position.distance_to(position) < player.MAX_REACH
func do(player : Player):
player.use_item(item)
class InteractableInstruction extends Instruction:
var interactable = Interactable
func _init(_interactable : Interactable):
interactable = _interactable
position = interactable.global_position
func can_be_done(player : Player):
return player.global_position.distance_to(position) < player.MAX_REACH
func do(player : Player):
interactable.interact(player)