Minor Cleanup

- Renamed SoundController
- Cleaned up spacings
- File endings
This commit is contained in:
2020-04-21 03:14:00 +02:00
parent 5cfe44bafe
commit d12d69f083
47 changed files with 203 additions and 245 deletions

View File

@@ -16,14 +16,15 @@ var time_passed := 0.0
var offset
export(float, 0, 42.0) var refresh_rate = 0.4
func _point_coors(point : Vector2):
return 14*point.y+point.x
func _ready():
var walls = get_tree().current_scene.get_node("FloorTileMap")
offset = walls.global_position
for x in range(14):
object_grid.push_back([])
prio_grid.push_back([])
@@ -31,7 +32,6 @@ func _ready():
object_grid[x].push_back([Kind.FIELD])
prio_grid[x].push_back([Kind.TERMINAL_SYMBOL])
for tile in walls.get_used_cells():
if(is_in_coord(tile)):
object_grid[tile.x][tile.y][0] = Kind.WALL
@@ -44,62 +44,63 @@ func _ready():
walkableCells.push_back(Vector2(x,y))
var Index = _point_coors(Vector2(x,y))
aStar_node.add_point(Index, Vector3(x,y,0.0))
#add points straight
# add points straight
for point in walkableCells:
var point_index = _point_coors(point)
var points_relative_str = PoolVector2Array([
Vector2(point.x + 1, point.y),
Vector2(point.x - 1, point.y),
Vector2(point.x , point.y + 1),
Vector2(point.x + 1, point.y),
Vector2(point.x - 1, point.y),
Vector2(point.x , point.y + 1),
Vector2(point.x , point.y - 1)
])
for point_rel in points_relative_str:
var point_relative_index = _point_coors(point_rel)
if point_rel == point or not is_in_coord(point_rel):
continue
if not aStar_node.has_point(point_relative_index):
continue
aStar_node.connect_points(point_index, point_relative_index, true)
#diagonal
# diagonal
for point in walkableCells:
var point_index = _point_coors(point)
var points_relative_dia = PoolVector2Array([
Vector2(point.x + 1, point.y + 1), Vector2(point.x, point.y + 1), Vector2(point.x + 1, point.y),
Vector2(point.x - 1, point.y + 1), Vector2(point.x, point.y + 1), Vector2(point.x - 1, point.y),
Vector2(point.x + 1, point.y - 1), Vector2(point.x, point.y - 1), Vector2(point.x + 1, point.y),
Vector2(point.x - 1, point.y - 1), Vector2(point.x, point.y - 1), Vector2(point.x - 1, point.y)
])
for i in range(points_relative_dia.size()/3):
var p_targ = points_relative_dia[i*3]
var p_ch1 = points_relative_dia[i*3+1]
var p_ch2 = points_relative_dia[i*3+2]
var p_targ_c = _point_coors(p_targ)
var p_ch1_c = _point_coors(p_targ)
var p_ch2_c = _point_coors(p_targ)
if p_targ == point or not is_in_coord(p_targ) and not aStar_node.has_point(p_targ_c):
continue
if p_ch1 == point or not is_in_coord(p_ch1) and not aStar_node.has_point(p_ch1_c):
continue
if p_ch2 == point or not is_in_coord(p_ch2) and not aStar_node.has_point(p_ch2_c):
continue
aStar_node.connect_points(point_index, p_targ_c, true)
func recalculate_path():
_point_path = []
var start_index = _point_coors(path_start_position)
var end_index = _point_coors(path_end_position)
_point_path = aStar_node.get_point_path(start_index, end_index)
func _reset_grids():
for x in range(14):
for y in range(7):
@@ -112,7 +113,7 @@ func _reset_grids():
func countTargets(table):
for i in range(table.size()):
table[i]=0
for x in range(14):
for y in range(7):
for i in prio_grid[x][y]:
@@ -128,6 +129,7 @@ func _pixel_to_grid_coords(pixel : Vector2) -> Vector2:
new_coords.y = floor((pixel.y-offset.y) / 32.0)
return new_coords
func get_nearest(position, kind):
var list = []
for x in range(14):
@@ -147,23 +149,24 @@ func get_nearest(position, kind):
mini = i
return list[mini]
func get_fields_around(point):
var points_relative_str = PoolVector2Array([
Vector2(point.x + 1, point.y + 1),
Vector2(point.x - 1, point.y + 1),
Vector2(point.x - 1, point.y + 1),
Vector2(point.x + 1, point.y - 1),
Vector2(point.x - 1, point.y - 1)
])
var point_list = []
for point_rel in points_relative_str:
var point_relative_index = _point_coors(point_rel)
var point_relative_index = _point_coors(point_rel)
if point_rel == point or not is_in_coord(point_rel):
continue
if not aStar_node.has_point(point_relative_index):
continue
point_list.push_back(point_rel)
return point_list
func _update_grid():
_reset_grids()
@@ -175,7 +178,7 @@ func _update_grid():
if(node_kind.general != Kind.FIELD): #and node_kind.general != Kind.WALL):
object_grid[grid_corrds.x][grid_corrds.y].push_back(node_kind.general)
prio_grid[grid_corrds.x][grid_corrds.y].push_back(node_kind.kind)
for y in range(7):
for x in range(14):
var index = _point_coors(Vector2(x,y))
@@ -202,6 +205,7 @@ func _update_grid():
scale = 0
aStar_node.set_point_weight_scale(index, scale)
func _physics_process(delta):
if(time_passed > refresh_rate):
time_passed -= refresh_rate
@@ -221,9 +225,8 @@ func _set_path_start_position(value : Vector2):
return
if not is_in_coord(value):
return
path_start_position = value
path_start_position = value
func _set_path_end_position(value : Vector2):
@@ -231,5 +234,5 @@ func _set_path_end_position(value : Vector2):
return
if not is_in_coord(value):
return
path_end_position = value