2026-02-11 03:11:28 +00:00
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@icon("res://assets/icons/player.svg")
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2026-02-13 03:39:13 +00:00
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#@tool
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2026-02-11 03:01:44 +00:00
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class_name Player
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extends Node2D
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2026-02-13 03:39:13 +00:00
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## signals
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signal turn_finished
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2026-02-11 03:01:44 +00:00
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## export variables
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@export var attributes: PlayerAttributes ## The attributes resource that defines the player's abilities, vitals etc.
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2026-02-13 03:39:13 +00:00
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## regular variables
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var is_active: bool: set = set_active
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var player_label_offset: Vector2
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2026-02-11 03:01:44 +00:00
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## 'onready' variables
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## child nodes
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@onready var player_camera: Camera2D = $PlayerCamera
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@onready var player_label: PlayerLabel = $PlayerLabel
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@onready var player_nav: NavigationAgent2D = $PlayerNav
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@onready var nav_target: Sprite2D = $NavTarget
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@onready var player_sprite: Sprite2D = $PlayerSprite
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@onready var player_ui: CanvasLayer = $PlayerUI
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@onready var end_turn_button: Button = %EndTurnButton
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func _ready() -> void:
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## signals
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end_turn_button.connect("button_down", end_turn)
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player_nav.connect("velocity_computed", on_velocity_computed)
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is_active = false
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if attributes:
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player_label.player_name = attributes.player_name
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player_label.player_number = attributes.player_number
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player_label.player_position = attributes.player_position
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player_sprite.texture = attributes.player_texture
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player_label_offset = player_label.position
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func _process(_delta: float) -> void:
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player_label.global_position = global_position + player_label_offset
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if is_active:
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nav_target.global_position = get_global_mouse_position()
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func _physics_process(delta: float) -> void:
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if player_nav.target_position:
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player_nav.velocity = global_position.direction_to(player_nav.get_next_path_position())
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#var movement_direction =
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#translate(movement_direction)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("end_turn"):
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end_turn()
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if event is InputEventMouseButton and event.is_pressed() and event.button_index == 1:
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var click_position_global = get_global_mouse_position()
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print_debug("%s wants to navigate to %s" % [attributes.player_name, click_position_global])
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player_nav.target_position = click_position_global
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var target_distance = player_nav.distance_to_target()
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print_debug("That's %s pixels/cm away" % target_distance)
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look_at(player_nav.target_position)
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## Setters
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func set_active(active: bool) -> void:
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is_active = active
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if is_active:
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print_debug("%s says: 'My turn!'" % attributes.player_name)
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player_ui.visible = true
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player_camera.enabled = true
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player_camera.make_current()
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nav_target.visible = true
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set_process_input(true)
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else:
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print_debug("%s says: 'It's not my turn'" % attributes.player_name)
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player_ui.visible = false
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player_camera.enabled = false
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nav_target.visible = false
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set_process_input(false)
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## Helper functions/signal handlers
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func end_turn() -> void:
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print_debug("%s says: I'd like my turn to end." % attributes.player_name)
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is_active = false
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turn_finished.emit()
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func on_velocity_computed(safe_velocity: Vector2) -> void:
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translate(safe_velocity)
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