Finished working on the minimap system for the test level, shows pawns, enemy and friendly traps, and unfinished 'items'

This commit is contained in:
2026-01-19 00:46:32 -05:00
parent bc48e9cea2
commit b69691c186
26 changed files with 375 additions and 26 deletions

View File

@@ -1,5 +1,14 @@
class_name Level extends Node3D
const map_marker_templates : Dictionary[String, PackedScene] = {
"pawn" : preload("res://templates/markers/pawn_marker.tscn"),
"friendly_trap":preload("res://templates/markers/friendly_trap_marker.tscn"),
"enemy_trap": preload("res://templates/markers/enemy_trap_marker.tscn"),
"item": preload("res://templates/markers/item_marker.tscn")
}
const pawn_controller = preload("res://templates/pawn_controller.tscn")
const trap_template = preload("res://templates/trap.tscn")
const camera_template = preload("res://templates/pawn_camera.tscn")
@@ -13,13 +22,19 @@ const camera_offset = Vector3(0, 10, 5.25)
@onready var pawns_node : Node3D = %Pawns
@onready var traps_node : Node3D = %Traps
@onready var cameras_node : Node3D = %Cameras
@onready var map_markers_node : Node3D = %MapMarkers
@export var difficulty : int = 1
var traps : Dictionary[Vector3i, Trap] = {}
var pawns : Dictionary[int, PawnController] = {}
var cameras : Dictionary[int, PawnCamera] = {}
var map_markers : Dictionary[Object, MapMarker] = {}
func _ready() -> void:
Game.level = self
if Game.mode == Game.Modes.STORY:
setup()
add_level_trap.call_deferred(Trap.Type.MINE, Vector3.ZERO, Vector3i(5,0,3))
func setup() -> void:
if Multiplayer.is_host():
@@ -120,3 +135,37 @@ func disarm_trap(crd : Vector3i) -> void:
var trap = traps[crd]
trap.disarm()
traps.erase(crd)
func remove_map_marker(target) -> void:
if !map_markers.has(target):
printerr("Tried to remove a map marker for %s but marker does not exist!" % target.name)
else:
map_markers[target].queue_free()
map_markers[target] = null
func add_map_marker(target) -> void:
var marker : MapMarker
var height : float
if target is PawnController:
marker = map_marker_templates.pawn.instantiate()
height += 40
elif target is Trap:
if target.trap_owner == Multiplayer.id:
marker = map_marker_templates.friendly_trap.instantiate()
else:
marker = map_marker_templates.enemy_trap.instantiate()
marker.visible = false
target.revealed.connect(marker._on_trap_revealed)
height += 30
elif target is Item:
marker = map_marker_templates.item.instantiate()
height += 10
marker.register_target(target)
map_markers[target] = marker
map_markers_node.add_child(marker)
marker.position += Vector3(0, height,0)
func add_level_trap(type : Trap.Type, facing : Vector3, crd : Vector3i) -> void:
var trap = trap_template.instantiate()
trap.setup(type, facing, -1)
add_trap(trap, crd)