551 lines
18 KiB
GDScript
551 lines
18 KiB
GDScript
extends Control
|
|
class_name MapScreen
|
|
|
|
signal back_pressed
|
|
signal deckmanager_open_requested(options)
|
|
signal node_selected(node_data)
|
|
signal map_visibility_changed(is_visible)
|
|
const MapGenerator = preload("res://Systems/Game/Map/MapGenerator.gd")
|
|
# Room type constants
|
|
|
|
# Node config
|
|
const NODE_SIZE = Vector2(60, 60)
|
|
const NODE_SPACING_X = 150
|
|
const NODE_SPACING_Y = 120
|
|
const LINE_WIDTH = 3
|
|
const LINE_COLOR = Color(0.2, 0.2, 0.2)
|
|
const LINE_COLOR_SELECTED = Color(0.2, 0.6, 0.2)
|
|
const LINE_COLOR_ACCESSIBLE = Color(0.6, 0.6, 0.2)
|
|
|
|
const NODE_COLOR = Color(0.1, 0.1, 0.1, 0.5)
|
|
const NODE_LEAF = Color(0.2, 0.6, 0.2)
|
|
# Node symbols and colors
|
|
const NODE_SYMBOLS = {
|
|
Utils.RoomType.STARTING: "O", # Circle
|
|
Utils.RoomType.NORMAL: "■", # Square
|
|
Utils.RoomType.BOSS: "★", # Star
|
|
Utils.RoomType.FINAL: "✱", # Burst
|
|
Utils.RoomType.SHOP: "₵", # Star
|
|
Utils.RoomType.EVENT: "?" # Burst
|
|
}
|
|
|
|
const NODE_COLORS = {
|
|
Utils.RoomType.STARTING: Color(1, 1, 1), # White
|
|
Utils.RoomType.NORMAL: Color(0.2, 0.2, 0.2), # Dark gray
|
|
Utils.RoomType.BOSS: Color(0.9, 0.2, 0.2), # Red
|
|
Utils.RoomType.FINAL: Color(0.9, 0.9, 0.2), # Yellow
|
|
Utils.RoomType.SHOP: Color(0.2, 0.7, 0.9), # Yellow
|
|
Utils.RoomType.EVENT: Color(0.8, 0.4, 0.9) # Yellow
|
|
}
|
|
|
|
var map_nodes = []
|
|
var map_connections = []
|
|
var node_buttons = {}
|
|
var connection_lines = []
|
|
var traversed_map = []
|
|
var current_node = null
|
|
|
|
const SCROLL_PADDING_TOP = 80
|
|
const SCROLL_PADDING_BOTTOM = 80
|
|
const SCROLL_PADDING_LEFT = 60
|
|
const SCROLL_PADDING_RIGHT = 100
|
|
|
|
var node_popup_scene = preload("res://node_map_popup.tscn")
|
|
var selected_node_panel: NodePopup = null
|
|
|
|
@onready var map_container = $MapScrollContainer/MapContainer
|
|
@onready var back_button = $BackButton
|
|
@onready var deck_manager_button = $DeckManagerButton
|
|
@onready var title_label = $TitleLabel
|
|
@onready var legend_container = $LegendContainer
|
|
@onready var gold_label = $GoldLabel
|
|
|
|
func _ready():
|
|
# Connect back button
|
|
if back_button:
|
|
back_button.connect("pressed", Callable(self, "_on_back_button_pressed"))
|
|
if deck_manager_button:
|
|
deck_manager_button.connect("pressed", Callable(self, "_on_deck_button_pressed"))
|
|
|
|
# Create legend
|
|
create_legend()
|
|
generate_map()
|
|
display_map()
|
|
selected_node_panel = node_popup_scene.instantiate()
|
|
selected_node_panel.visible = false
|
|
add_child(selected_node_panel)
|
|
|
|
if selected_node_panel:
|
|
selected_node_panel.pressed.connect(on_node_panel_pressed)
|
|
|
|
func create_legend():
|
|
# Create legend for room types
|
|
var legend_items = [
|
|
{"type": Utils.RoomType.BOSS, "text": "Boss"},
|
|
{"type": Utils.RoomType.STARTING, "text": "Starting Room"},
|
|
{"type": Utils.RoomType.FINAL, "text": "Final Boss"},
|
|
{"type": Utils.RoomType.NORMAL, "text": "Normal Room"},
|
|
{"type": Utils.RoomType.SHOP, "text": "Shop"},
|
|
{"type": Utils.RoomType.EVENT, "text": "Event"},
|
|
{"type": Utils.RoomType.NORMAL, "text": "Escape Room"}
|
|
]
|
|
|
|
for item in legend_items:
|
|
var hbox = HBoxContainer.new()
|
|
hbox.add_theme_constant_override("separation", 10)
|
|
|
|
var symbol = Label.new()
|
|
symbol.text = NODE_SYMBOLS[item.type]
|
|
if item.text != "Escape Room":
|
|
symbol.add_theme_color_override("font_color", NODE_COLORS[item.type])
|
|
else:
|
|
symbol.add_theme_color_override("font_color", NODE_LEAF)
|
|
symbol.add_theme_font_size_override("font_size", 24)
|
|
|
|
var text = Label.new()
|
|
text.text = item.text
|
|
|
|
hbox.add_child(symbol)
|
|
hbox.add_child(text)
|
|
legend_container.add_child(hbox)
|
|
|
|
func generate_map():
|
|
# Clear existing map
|
|
map_nodes.clear()
|
|
map_connections.clear()
|
|
connection_lines.clear()
|
|
traversed_map.clear()
|
|
var mapGen = MapGenerator.new().generate_map()
|
|
# Create starting node
|
|
# var start_node = {
|
|
# "id": 0,
|
|
# "type": Utils.RoomType.STARTING,
|
|
# "level": 0,
|
|
# "position": Vector2(3, 4) # Column, Row
|
|
# }
|
|
# map_nodes.append(start_node)
|
|
# current_node = start_node
|
|
|
|
# # Create final boss node
|
|
# var final_node = {
|
|
# "id": 1,
|
|
# "type": Utils.RoomType.FINAL,
|
|
# "level": levels - 1,
|
|
# "position": Vector2(3, 0) # Column, Row
|
|
# }
|
|
# map_nodes.append(final_node)
|
|
for node_data in mapGen.nodes:
|
|
add_node(
|
|
node_data.id,
|
|
node_data.type,
|
|
node_data.level,
|
|
node_data.position,
|
|
node_data.elo,
|
|
node_data.metadata
|
|
)
|
|
|
|
# Store elo rating if needed
|
|
map_nodes[map_nodes.size() - 1].elo = node_data.elo
|
|
|
|
# Set current node to starting node (id 0)
|
|
if node_data.id == 0:
|
|
current_node = map_nodes[map_nodes.size() - 1]
|
|
|
|
# Process connections
|
|
for connection in mapGen.connections:
|
|
add_connection(connection.from, connection.to)
|
|
|
|
|
|
func add_node(id, type, level, position, elo, metadata):
|
|
map_nodes.append({
|
|
"id": id,
|
|
"type": type,
|
|
"level": level,
|
|
"position": position,
|
|
"elo": elo,
|
|
"metadata": metadata,
|
|
})
|
|
|
|
func add_connection(from_id, to_id):
|
|
map_connections.append({
|
|
"from": from_id,
|
|
"to": to_id
|
|
})
|
|
|
|
func display_map():
|
|
# Clear previous display
|
|
for child in map_container.get_children():
|
|
child.queue_free()
|
|
node_buttons.clear()
|
|
connection_lines = []
|
|
|
|
# Calculate map dimensions for proper padding
|
|
var min_y = 9999
|
|
var max_y = 0
|
|
var min_x = 9999
|
|
var max_x = 0
|
|
|
|
# Find boundaries of the map
|
|
for node_data in map_nodes:
|
|
var x_pos = node_data.position.x * NODE_SPACING_X
|
|
var y_pos = node_data.position.y * NODE_SPACING_Y
|
|
min_x = min(min_x, x_pos)
|
|
max_x = max(max_x, x_pos)
|
|
min_y = min(min_y, y_pos)
|
|
max_y = max(max_y, y_pos)
|
|
|
|
var map_width = max_x - min_x + NODE_SIZE.x * 2 + SCROLL_PADDING_LEFT + SCROLL_PADDING_RIGHT
|
|
var map_height = max_y - min_y + NODE_SIZE.y * 2 + SCROLL_PADDING_TOP + SCROLL_PADDING_BOTTOM
|
|
map_container.custom_minimum_size = Vector2(map_width, map_height)
|
|
|
|
var top_padding = Control.new()
|
|
top_padding.custom_minimum_size = Vector2(map_width, SCROLL_PADDING_TOP)
|
|
top_padding.position = Vector2(0, 0)
|
|
map_container.add_child(top_padding)
|
|
|
|
var bottom_padding = Control.new()
|
|
bottom_padding.custom_minimum_size = Vector2(map_width, SCROLL_PADDING_BOTTOM)
|
|
bottom_padding.position = Vector2(0, map_height - SCROLL_PADDING_BOTTOM)
|
|
map_container.add_child(bottom_padding)
|
|
|
|
var left_padding = Control.new()
|
|
left_padding.custom_minimum_size = Vector2(SCROLL_PADDING_LEFT, map_height)
|
|
left_padding.position = Vector2(0, 0)
|
|
map_container.add_child(left_padding)
|
|
|
|
var right_padding = Control.new()
|
|
right_padding.custom_minimum_size = Vector2(SCROLL_PADDING_RIGHT, map_height)
|
|
right_padding.position = Vector2(map_width - SCROLL_PADDING_RIGHT, 0)
|
|
map_container.add_child(right_padding)
|
|
|
|
|
|
# Draw connections first (so they're behind nodes)
|
|
for connection in map_connections:
|
|
var from_node = get_node_by_id(connection.from)
|
|
var to_node = get_node_by_id(connection.to)
|
|
|
|
if from_node and to_node:
|
|
draw_curved_connection(from_node, to_node)
|
|
|
|
# Draw nodes
|
|
for node_data in map_nodes:
|
|
draw_node(node_data)
|
|
|
|
|
|
func get_node_by_id(id):
|
|
for node in map_nodes:
|
|
if node.id == id:
|
|
return node
|
|
return null
|
|
|
|
func draw_node(node_data):
|
|
var isLeaf = true;
|
|
for connection in map_connections:
|
|
# if theres outgoing connection we arent at a dead end
|
|
# dont change final node colour
|
|
if connection.from == node_data.id || node_data.id == 1:
|
|
isLeaf = false
|
|
break;
|
|
|
|
var button = Button.new()
|
|
button.text = NODE_SYMBOLS[node_data.type]
|
|
button.custom_minimum_size = NODE_SIZE
|
|
button.flat = true
|
|
|
|
# Add some styling
|
|
var font = FontFile.new()
|
|
var style = StyleBoxFlat.new()
|
|
style.bg_color = NODE_COLOR
|
|
style.corner_radius_top_left = 30
|
|
style.corner_radius_top_right = 30
|
|
style.corner_radius_bottom_left = 30
|
|
style.corner_radius_bottom_right = 30
|
|
style.border_width_left = 2
|
|
style.border_width_top = 2
|
|
style.border_width_right = 2
|
|
style.border_width_bottom = 2
|
|
if isLeaf:
|
|
style.bg_color = NODE_LEAF
|
|
|
|
style.border_color = NODE_COLORS[node_data.type]
|
|
|
|
button.add_theme_font_size_override("font_size", 28)
|
|
if isLeaf:
|
|
button.add_theme_color_override("font_color", NODE_LEAF)
|
|
# style.bg_color = NODE_LEAF
|
|
else:
|
|
button.add_theme_color_override("font_color", NODE_COLORS[node_data.type])
|
|
button.add_theme_stylebox_override("normal", style)
|
|
|
|
# Position the node with top and left padding adjustments
|
|
var x_pos = node_data.position.x * NODE_SPACING_X + SCROLL_PADDING_LEFT
|
|
var y_pos = node_data.position.y * NODE_SPACING_Y + SCROLL_PADDING_TOP
|
|
button.position = Vector2(x_pos, y_pos) - NODE_SIZE/2
|
|
|
|
# Store data
|
|
button.set_meta("node_data", node_data)
|
|
|
|
# Connect signal
|
|
button.pressed.connect(func(): _on_node_pressed(node_data))
|
|
# Add to map
|
|
map_container.add_child(button)
|
|
node_buttons[node_data.id] = button
|
|
|
|
# Highlight current node
|
|
if current_node and node_data.id == current_node.id:
|
|
highlight_current_node(button)
|
|
|
|
func on_node_panel_pressed(id):
|
|
# print("on_node_panel_pressed ", id )
|
|
if id != null:
|
|
|
|
current_node = null
|
|
for node in map_nodes:
|
|
if node.id == id:
|
|
current_node = node
|
|
break
|
|
|
|
traversed_node(current_node)
|
|
# Refresh display to update highlights
|
|
display_map()
|
|
|
|
# Emit signal with selected node data
|
|
emit_signal("node_selected", current_node)
|
|
selected_node_panel.visible = false;
|
|
func draw_connection(from_node, to_node):
|
|
var line = Line2D.new()
|
|
line.width = LINE_WIDTH
|
|
line.default_color = LINE_COLOR
|
|
if from_node.id == current_node.id:
|
|
line.default_color = LINE_COLOR_ACCESSIBLE
|
|
elif traversed_map.has(to_node.id) and (traversed_map.has(from_node.id) || from_node.id == 0):
|
|
line.default_color = LINE_COLOR_SELECTED
|
|
|
|
# Calculate start and end positions with top and left padding adjustments
|
|
var start_pos = from_node.position * Vector2(NODE_SPACING_X, NODE_SPACING_Y) + Vector2(SCROLL_PADDING_LEFT, SCROLL_PADDING_TOP)
|
|
var end_pos = to_node.position * Vector2(NODE_SPACING_X, NODE_SPACING_Y) + Vector2(SCROLL_PADDING_LEFT, SCROLL_PADDING_TOP)
|
|
|
|
# Add points
|
|
line.add_point(start_pos)
|
|
line.add_point(end_pos)
|
|
|
|
# Add to map
|
|
map_container.add_child(line)
|
|
connection_lines.append(line)
|
|
|
|
func highlight_current_node(button):
|
|
var style = button.get_theme_stylebox("normal").duplicate()
|
|
style.bg_color = Color(0.3, 0.3, 0.3, 0.7)
|
|
style.border_width_left = 4
|
|
style.border_width_top = 4
|
|
style.border_width_right = 4
|
|
style.border_width_bottom = 4
|
|
button.add_theme_stylebox_override("normal", style)
|
|
|
|
func _on_node_pressed(node_data):
|
|
if is_node_accessible(node_data) || is_node_path_accessible(node_data):
|
|
# Get node type description
|
|
var node_name = get_node_type_name(node_data.type)
|
|
var node_desc = get_node_description(node_data)
|
|
|
|
# Position the popup near the clicked node
|
|
var button_pos = node_buttons[node_data.id].global_position
|
|
var popup_pos = button_pos + Vector2(NODE_SIZE.x/2, NODE_SIZE.y/2)
|
|
selected_node_panel.global_position = popup_pos
|
|
|
|
# Set popup data and make it visible
|
|
selected_node_panel.set_card(node_data.id, node_name, node_desc)
|
|
if traversed_map.has(node_data.id):
|
|
selected_node_panel._disable_enter()
|
|
else:
|
|
selected_node_panel._enable_enter()
|
|
selected_node_panel.visible = true
|
|
else:
|
|
print("Node not accessible from current position", node_data)
|
|
|
|
func traversed_node(node_data):
|
|
traversed_map.append(node_data.id)
|
|
|
|
func is_node_path_accessible(node_data):
|
|
if current_node == null:
|
|
return node_data.type == Utils.RoomType.STARTING
|
|
|
|
# Check if there's a direct connection from current node to the path travelled
|
|
for id in traversed_map:
|
|
var cur = get_node_by_id(id)
|
|
for connection in map_connections:
|
|
if connection.from == cur.id and connection.to == node_data.id:
|
|
return true
|
|
|
|
return false
|
|
|
|
func is_node_accessible(node_data):
|
|
if current_node == null:
|
|
return node_data.type == Utils.RoomType.STARTING
|
|
|
|
# Check if there's a direct connection from current node to target node
|
|
for connection in map_connections:
|
|
if connection.from == current_node.id and connection.to == node_data.id:
|
|
return true
|
|
|
|
return false
|
|
|
|
func _on_back_button_pressed():
|
|
emit_signal("back_pressed")
|
|
visible = false
|
|
|
|
|
|
func _on_deck_button_pressed():
|
|
emit_signal("deckmanager_open_requested", {})
|
|
visible = false
|
|
|
|
func draw_curved_connection(from_node, to_node):
|
|
var line = Line2D.new()
|
|
line.width = LINE_WIDTH
|
|
line.default_color = LINE_COLOR
|
|
if from_node.id == current_node.id:
|
|
line.default_color = LINE_COLOR_ACCESSIBLE
|
|
elif traversed_map.has(to_node.id) and (traversed_map.has(from_node.id) || from_node.id == 0):
|
|
line.default_color = LINE_COLOR_SELECTED
|
|
|
|
var start_pos = from_node.position * Vector2(NODE_SPACING_X, NODE_SPACING_Y) + Vector2(SCROLL_PADDING_LEFT, SCROLL_PADDING_TOP)
|
|
var end_pos = to_node.position * Vector2(NODE_SPACING_X, NODE_SPACING_Y) + Vector2(SCROLL_PADDING_LEFT, SCROLL_PADDING_TOP)
|
|
|
|
# Create a bezier curve path
|
|
var points = []
|
|
|
|
# If nodes are on different levels (y positions)
|
|
if from_node.position.y != to_node.position.y:
|
|
var mid_y = (start_pos.y + end_pos.y) / 2
|
|
var control_offset = NODE_SPACING_Y * 0.5 * (1 + abs(from_node.position.x - to_node.position.x) * 0.2)
|
|
|
|
var control1 = Vector2(start_pos.x, start_pos.y + control_offset)
|
|
var control2 = Vector2(end_pos.x, end_pos.y - control_offset)
|
|
|
|
# Add more points for a smoother curve
|
|
for i in range(11): # 0.0, 0.1, 0.2, ..., 1.0
|
|
var t = i / 10.0
|
|
var point = cubic_bezier(start_pos, control1, control2, end_pos, t)
|
|
points.append(point)
|
|
else:
|
|
# For nodes on the same level, use a simple curved path
|
|
var mid_x = (start_pos.x + end_pos.x) / 2
|
|
var mid_y = start_pos.y
|
|
var curve_height = NODE_SPACING_Y * 0.3 * (1 + abs(from_node.position.x - to_node.position.x) * 0.1)
|
|
|
|
if to_node.position.x > from_node.position.x:
|
|
mid_y -= curve_height
|
|
else:
|
|
mid_y += curve_height
|
|
|
|
var mid_point = Vector2(mid_x, mid_y)
|
|
|
|
# Create a quadratic bezier curve with just 3 points
|
|
for i in range(11):
|
|
var t = i / 10.0
|
|
var point = quadratic_bezier(start_pos, mid_point, end_pos, t)
|
|
points.append(point)
|
|
|
|
# Add the points to the line
|
|
for point in points:
|
|
line.add_point(point)
|
|
|
|
# Add to map
|
|
map_container.add_child(line)
|
|
connection_lines.append(line)
|
|
|
|
func cubic_bezier(p0: Vector2, p1: Vector2, p2: Vector2, p3: Vector2, t: float) -> Vector2:
|
|
var q0 = p0.lerp(p1, t)
|
|
var q1 = p1.lerp(p2, t)
|
|
var q2 = p2.lerp(p3, t)
|
|
|
|
var r0 = q0.lerp(q1, t)
|
|
var r1 = q1.lerp(q2, t)
|
|
|
|
return r0.lerp(r1, t)
|
|
|
|
func quadratic_bezier(p0: Vector2, p1: Vector2, p2: Vector2, t: float) -> Vector2:
|
|
var q0 = p0.lerp(p1, t)
|
|
var q1 = p1.lerp(p2, t)
|
|
|
|
return q0.lerp(q1, t)
|
|
|
|
|
|
|
|
|
|
func get_node_type_name(type):
|
|
match type:
|
|
Utils.RoomType.STARTING:
|
|
return "Starting Room"
|
|
Utils.RoomType.NORMAL:
|
|
return "Chess Match"
|
|
Utils.RoomType.BOSS:
|
|
return "Boss Battle"
|
|
Utils.RoomType.FINAL:
|
|
return "Final Boss"
|
|
Utils.RoomType.SHOP:
|
|
return "Card Shop"
|
|
Utils.RoomType.EVENT:
|
|
return "Random Event"
|
|
_:
|
|
return "Unknown Room"
|
|
|
|
|
|
func get_node_description(node_data):
|
|
var desc = ""
|
|
match node_data.type:
|
|
Utils.RoomType.STARTING:
|
|
desc = "Begin the dungeon"
|
|
Utils.RoomType.NORMAL:
|
|
desc = "A chess match \n\n ELO: " + str(node_data.elo)
|
|
Utils.RoomType.BOSS:
|
|
desc = "Maybe add some Boss lore? \n\n ELO: " + str(node_data.elo)
|
|
Utils.RoomType.FINAL:
|
|
desc = "BHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA"
|
|
Utils.RoomType.SHOP:
|
|
desc = "Purchase new cards"
|
|
Utils.RoomType.EVENT:
|
|
desc = "A random event from pawn zerg to slot machine"
|
|
_:
|
|
desc = "An unknown room type."
|
|
|
|
# Add additional info if this is a leaf node (dead end)
|
|
var isLeaf = true
|
|
for connection in map_connections:
|
|
if connection.from == node_data.id || node_data.id == 1:
|
|
isLeaf = false
|
|
break
|
|
|
|
if isLeaf && node_data.type != Utils.RoomType.FINAL:
|
|
desc += "\n\nWarning: This is an escape node"
|
|
|
|
return desc
|
|
|
|
|
|
|
|
func update_gold_display():
|
|
var game = get_node_or_null("/root/Board") as ChessGame
|
|
if gold_label:
|
|
gold_label.text = str(game.player.get_gold()) + " GOLD"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# Notification
|
|
func _notification(what):
|
|
if what == NOTIFICATION_VISIBILITY_CHANGED:
|
|
_on_visibility_changed(visible)
|
|
|
|
func _on_visibility_changed(is_visible):
|
|
|
|
print("MapScreen visibility changed to: ", is_visible)
|
|
if is_visible:
|
|
update_gold_display()
|
|
else:
|
|
print("MapScreen is now invisible")
|
|
|
|
emit_signal("map_visibility_changed", is_visible)
|