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Towerdefense.gd
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Towerdefense.gd
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extends Spatial
var lastpoint=null
var wallpieces=[]
var lastwallpiece
var drains=[]
var level=[[50,[Vector3(0,2,2.5),Vector3(5,1,2.5)],[Vector2(3,2),Vector2(7,4)]],[100,[Vector3(0,2,5),Vector3(5,1,5)],[Vector2(3,2),Vector2(7,4)]],[200,[Vector3(0,2,10),Vector3(5,1,5)],[Vector2(3,2),Vector2(7,4)]]]
var leveltimer=-1
var running=false
var levelrunning=0
var backup=[[],[]]
func _ready():
#startlevel()
set_fixed_process(true)
if(!get_node("/root/savegame").TDPlane.empty()):
loadTDPlane()
pass
func loadTDPlane():
for i in range(get_node("Water").towers.size()):
if(i>0):
remove_child(get_node(str("Tower",i)))
for i in range(get_node("Water").drainpoints.size()):
if(i>0):
remove_child(get_node(str("Drain",i)))
get_node("Water").towers=[]
get_node("Water").drainpoints=[]
while(get_node("Wallpieces").get_child_count()!=0):
get_node("Wallpieces").remove_child(get_node("Wallpieces").get_child(0))
wallpieces=[]
drains=[]
var Loadarray=get_node("/root/savegame").TDPlane
print("LOADING: ",Loadarray)
for elements in range(Loadarray.size()):
#print("elements ",Loadarray," ***** ",Loadarray[elements]," ***** ", elements)
var actual=Loadarray[elements]
if actual[1].x==0:
var wallpiece=get_node("Wall").duplicate(true)
wallpiece.show()
get_node("Wallpieces").add_child(wallpiece)
wallpiece.set_name(str("Wall_",actual[0].x,"_",actual[0].y,"_",actual[0].x,"_",actual[0].y))
wallpiece.set_translation(Vector3(-2*actual[0].y,0,-2*actual[0].x))
if(actual[0].y>0 and actual[0].y<19):
get_node(str("Water/Cube_",actual[0].x-1,"_",actual[0].y)).neighbours[1]=null
get_node(str("Water/Cube_",actual[0].x-1,"_",actual[0].y)).hasneighbours[1]=false
get_node(str("Water/Cube_",actual[0].x,"_",actual[0].y)).neighbours[3]=null
get_node(str("Water/Cube_",actual[0].x,"_",actual[0].y)).hasneighbours[3]=false
wallpieces.push_back(actual[0])
wallpieces.push_back(actual[0]+Vector2(0,1))
print("Added wall: ",actual)
elif actual[1].x==1:
var wallpiece=get_node("Wall").duplicate(true)
wallpiece.show()
get_node("Wallpieces").add_child(wallpiece)
wallpiece.set_name(str("Wall_",actual[0].x,"_",actual[0].y,"_",actual[0].x,"_",actual[0].y))
wallpiece.set_translation(Vector3(-2*actual[0].y,0,-2*actual[0].x))
wallpiece.rotate_y(PI/2)
if(actual[0].y>0 and actual[0].y<19):
get_node(str("Water/Cube_",actual[0].x,"_",actual[0].y-1)).neighbours[0]=null
get_node(str("Water/Cube_",actual[0].x,"_",actual[0].y-1)).hasneighbours[0]=false
get_node(str("Water/Cube_",actual[0].x,"_",actual[0].y)).neighbours[2]=null
get_node(str("Water/Cube_",actual[0].x,"_",actual[0].y)).hasneighbours[2]=false
wallpieces.push_back(actual[0])
wallpieces.push_back(actual[0]+Vector2(1,0))
print("Added wall: ",actual)
elif actual[1].x==3:
addDrain(actual[0])
for elements in range(Loadarray.size()):
if Loadarray[elements][1].x==2:
var isblocked=[false,false,false,false]
for i in range(wallpieces.size()/2):
if(wallpieces[i*2]==Loadarray[elements][0]):
if(wallpieces[i*2].y<wallpieces[i*2+1].y):
isblocked[1]=true
else:
isblocked[0]=true
elif(wallpieces[i*2+1]==Loadarray[elements][0]):
if(wallpieces[i*2].y<wallpieces[i*2+1].y):
isblocked[3]=true
else:
isblocked[2]=true
add_tower(Loadarray[elements][0],isblocked)
func add_tower(newpoint,isblocked):
var towers=get_node("Water").towers
var tower=get_node("Tower0")
if(!towers.empty()):
tower=tower.duplicate(true)
tower.set_translation(Vector3(-2*newpoint.y,2,-2*newpoint.x))
tower.set_hidden(false)
print(isblocked)
tower.setsurroundingwalls(isblocked)
tower.set_name(str("Tower",towers.size()))
if(!towers.empty()):
add_child(tower)
var actower=Vector3(newpoint.x,newpoint.y,1)
get_node("Water").towers.push_back(actower)
get_node("/root/savegame").changedTDPlane(newpoint,2,0)
pass
func _fixed_process(delta):
if(running):
if(!level[levelrunning][1].empty()):
for waterac in level[levelrunning][1]:
if(leveltimer>waterac.x):
get_node("Water/Cube_0_0").drain(-waterac.y)
get_node("Water").active=true
if(leveltimer>waterac.x+waterac.z):
level[levelrunning][1].pop_front()
if(!level[levelrunning][2].empty()):
if(leveltimer>level[levelrunning][2][0].x):
get_node("Water").addbottles(level[levelrunning][2][0].y)
level[levelrunning][2].pop_front()
if(level[levelrunning][1].empty() and level[levelrunning][2].empty() and (!get_node("Water").active or get_node("Water").undermin)):
endlevel()
leveltimer+=delta
func startlevel(tostart):
levelrunning=tostart
running=true
backup[0]=level[levelrunning][1]
backup[1]=level[levelrunning][2]
get_node("Water").won=true
func endlevel():
running=false
level[levelrunning][1]=backup[0]
level[levelrunning][2]=backup[1]
if(get_node("Water").won==true):
get_node("/root/savegame").Resources+=level[levelrunning][0]
get_node("/root/global").updateGui()
get_parent().get_node("GUI/PopupMenu4").popup()
get_parent().get_node("GUI/PopupMenu4").setto(str("Glückwunsch, du hast das Level gewonnen und ",level[levelrunning][0]," Resourcen gesammelt"),false)
print("Congratulations, you won!")
else:
get_parent().get_node("GUI/PopupMenu4").popup()
get_parent().get_node("GUI/PopupMenu4").setto("Du hast das Level wohl nicht geschafft, probier erstmal etwas leichteres",false)
func add_wall(newpoint,lastpoint):
var isset=false
for i in range(wallpieces.size()/2):
if((wallpieces[i*2]==lastpoint and wallpieces[i*2+1]==newpoint)):
get_node(str("Wallpieces/Wall_",lastpoint.x,"_",lastpoint.y,"_",newpoint.x,"_",newpoint.y)).rebuild()
isset=true
if(!isset):
var wallpiece=get_node("Wall").duplicate(true)
wallpiece.show()
get_node("Wallpieces").add_child(wallpiece)
wallpiece.set_name(str("Wall_",lastpoint.x,"_",lastpoint.y,"_",newpoint.x,"_",newpoint.y))
wallpiece.set_translation(Vector3(-2*lastpoint.y,0,-2*lastpoint.x))
#print("HEEERE")
if(newpoint.x>lastpoint.x):
wallpiece.rotate_y(PI/2)
if(lastpoint.x<newpoint.x and lastpoint.y>0 and lastpoint.y<19):
get_node(str("Water/Cube_",lastpoint.x,"_",lastpoint.y-1)).neighbours[0]=null
get_node(str("Water/Cube_",lastpoint.x,"_",lastpoint.y-1)).hasneighbours[0]=false
get_node(str("Water/Cube_",lastpoint.x,"_",lastpoint.y)).neighbours[2]=null
get_node(str("Water/Cube_",lastpoint.x,"_",lastpoint.y)).hasneighbours[2]=false
elif(lastpoint.y<newpoint.y and lastpoint.x>0 and lastpoint.x<19):
get_node(str("Water/Cube_",lastpoint.x-1,"_",lastpoint.y)).neighbours[1]=null
get_node(str("Water/Cube_",lastpoint.x-1,"_",lastpoint.y)).hasneighbours[1]=false
get_node(str("Water/Cube_",lastpoint.x,"_",lastpoint.y)).neighbours[3]=null
get_node(str("Water/Cube_",lastpoint.x,"_",lastpoint.y)).hasneighbours[3]=false
if(!get_node("Water").endIsReachable()):
get_node("Wallpieces").remove_child(wallpiece)
if(lastpoint.x<newpoint.x and lastpoint.y>0 and lastpoint.y<19):
get_node(str("Water/Cube_",lastpoint.x,"_",lastpoint.y-1)).neighbours[0]=get_node(str("Water/Cube_",lastpoint.x,"_",lastpoint.y))
get_node(str("Water/Cube_",lastpoint.x,"_",lastpoint.y-1)).hasneighbours[0]=true
get_node(str("Water/Cube_",lastpoint.x,"_",lastpoint.y)).neighbours[2]=get_node(str("Water/Cube_",lastpoint.x,"_",lastpoint.y-1))
get_node(str("Water/Cube_",lastpoint.x,"_",lastpoint.y)).hasneighbours[2]=true
elif(lastpoint.y<newpoint.y and lastpoint.x>0 and lastpoint.x<19):
get_node(str("Water/Cube_",lastpoint.x-1,"_",lastpoint.y)).neighbours[1]=get_node(str("Water/Cube_",lastpoint.x,"_",lastpoint.y))
get_node(str("Water/Cube_",lastpoint.x-1,"_",lastpoint.y)).hasneighbours[1]=true
get_node(str("Water/Cube_",lastpoint.x,"_",lastpoint.y)).neighbours[3]=get_node(str("Water/Cube_",lastpoint.x-1,"_",lastpoint.y))
get_node(str("Water/Cube_",lastpoint.x,"_",lastpoint.y)).hasneighbours[3]=true
else:
wallpieces.push_back(lastpoint)
wallpieces.push_back(newpoint)
if(lastpoint.y<newpoint.y):
get_node("/root/savegame").changedTDPlane(lastpoint,0,-1)
else:
get_node("/root/savegame").changedTDPlane(lastpoint,1,-1)
var tmpint=-1
for tower in get_node("Water").towers:
if tower.x==lastpoint.x and tower.y==lastpoint.y:
tmpint=get_node("Water").towers.find(tower)
if(tmpint!=-1):
var isblocked=[false,false,false,false]
for i in range(wallpieces.size()/2):
if(wallpieces[i*2]==lastpoint):
if(wallpieces[i*2].y<wallpieces[i*2+1].y):
isblocked[1]=true
else:
isblocked[0]=true
elif(wallpieces[i*2+1]==lastpoint):
if(wallpieces[i*2].y<wallpieces[i*2+1].y):
isblocked[3]=true
else:
isblocked[2]=true
get_node(str("Tower",tmpint)).setsurroundingwalls(isblocked)
tmpint=-1
for tower in get_node("Water").towers:
if tower.x==newpoint.x and tower.y==newpoint.y:
tmpint=get_node("Water").towers.find(tower)
if(tmpint!=-1):
var isblocked=[false,false,false,false]
for i in range(wallpieces.size()/2):
if(wallpieces[i*2]==newpoint):
if(wallpieces[i*2].y<wallpieces[i*2+1].y):
isblocked[1]=true
else:
isblocked[0]=true
elif(wallpieces[i*2+1]==newpoint):
if(wallpieces[i*2].y<wallpieces[i*2+1].y):
isblocked[3]=true
else:
isblocked[2]=true
get_node(str("Tower",tmpint)).setsurroundingwalls(isblocked)
get_node("Water").calculatePath()
return !isset
func addDrain(newpoint):
print("Added Drain to", newpoint)
var drain=get_node("Drain0")
if(!drains.empty()):
drain=drain.duplicate(true)
drain.set_translation(Vector3(-2*newpoint.y,0,-2*newpoint.x))
drain.set_hidden(false)
drain.set_name(str("Drain",drains.size()))
drains.push_back(Vector3(newpoint.x,newpoint.y,0.05))
if(!drains.empty()):
add_child(drain)
get_node("Water").drainpoints.push_back(Vector3(newpoint.x,newpoint.y,0.2))
get_node("/root/savegame").changedTDPlane(newpoint,3,0)
pass
func getDrainPower(field):
for vec in drains:
if vec.x==field.x and vec.y==field.y:
return vec.z
return -1
pass
func click(var x, var y):
var hand=get_node("/root/savegame").getActiveName()
#print ("Hand:",hand,"- ")
if hand=="abflussturm":
var newpoint=Vector2(floor(x),floor(y))
if(getDrainPower(newpoint)==-1):
addDrain(newpoint)
get_node("/root/savegame").removeActiveItem()
elif hand=="sammlerturm":
var newpoint=Vector2(floor(x+0.5),floor(y+0.5))
var tmpint=-1
for tower in get_node("Water").towers:
if tower.x==newpoint.x and tower.y==newpoint.y:
tmpint=get_node("Water").towers.find(tower)
if(tmpint==-1 and wallpieces.find(newpoint)!=-1):
var isblocked=[false,false,false,false]
for i in range(wallpieces.size()/2):
if(wallpieces[i*2]==newpoint):
if(wallpieces[i*2].y<wallpieces[i*2+1].y):
isblocked[1]=true
else:
isblocked[0]=true
elif(wallpieces[i*2+1]==newpoint):
if(wallpieces[i*2].y<wallpieces[i*2+1].y):
isblocked[3]=true
else:
isblocked[2]=true
add_tower(newpoint,isblocked)
get_node("/root/savegame").removeActiveItem()
elif hand=="Tool1" or hand =="Tool2":
if(lastpoint==null):
lastpoint=Vector2(floor(x+0.5),floor(y+0.5))
else:
var newpoint=Vector2(floor(x+0.5),floor(y+0.5))
if(abs(newpoint.x-lastpoint.x)+abs(newpoint.y-lastpoint.y)==1):
if(newpoint.x<lastpoint.x or newpoint.y<lastpoint.y):
var tmp=newpoint
newpoint=lastpoint
lastpoint=tmp
#print("ADDINGWALLS")
if(get_node("/root/savegame").Resources>=10*get_node("Wallpieces").get_child_count()/2):
if(add_wall(newpoint,lastpoint)):
get_node("/root/savegame").Resources-=10*get_node("Wallpieces").get_child_count()/2
get_node("/root/global").updateGui()
lastpoint=newpoint
pass