Basic belts working

This commit is contained in:
2026-06-22 20:45:11 -06:00
parent 74757358c6
commit d802c901ac
7 changed files with 123 additions and 8 deletions
+39
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@@ -0,0 +1,39 @@
extends Sprite2D
var empty: bool = true
var value: int
var move_timer: int = 0
var map_position: Vector2
var facing_direction: int
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func setup(pos, dir):
map_position = pos
facing_direction = dir
func collect(input_value: int):
$value_text.text = str(input_value)
$value_text.show()
empty = false
value = input_value
func move():
#print("Moving item")
move_timer += 1
$value_text.position[1] = -30 + (move_timer * 2)
if move_timer > 15:
move_timer = 0
empty = true
$value_text.hide()
var next_pos = map_position
if facing_direction == 0:
next_pos[1] += 1
return [next_pos, value]
return
+1
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@@ -0,0 +1 @@
uid://bh7ochydpenns
+14
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@@ -1,6 +1,20 @@
[gd_scene format=3 uid="uid://kw8ughroalov"] [gd_scene format=3 uid="uid://kw8ughroalov"]
[ext_resource type="Texture2D" uid="uid://m2en3pg3og4u" path="res://assets/images/belt.png" id="1_susb0"] [ext_resource type="Texture2D" uid="uid://m2en3pg3og4u" path="res://assets/images/belt.png" id="1_susb0"]
[ext_resource type="Script" uid="uid://bh7ochydpenns" path="res://belt.gd" id="2_rfspg"]
[node name="Sprite2D" type="Sprite2D" unique_id=1338317761] [node name="Sprite2D" type="Sprite2D" unique_id=1338317761]
texture = ExtResource("1_susb0") texture = ExtResource("1_susb0")
script = ExtResource("2_rfspg")
[node name="value_text" type="Label" parent="." unique_id=1850839196]
visible = false
z_index = 1
offset_left = -14.0
offset_top = -30.0
offset_right = 14.0
offset_bottom = -7.0
theme_override_colors/font_color = Color(0.23529412, 0, 0.8862745, 1)
text = "-99"
horizontal_alignment = 1
vertical_alignment = 1
+6 -5
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@@ -6,14 +6,15 @@ var producer_value: int
func _ready() -> void: func _ready() -> void:
print("Placed Extractor at: (%s, %s)" % [self.global_position[0], self.global_position[1]]) print("Placed Extractor at: (%s, %s)" % [self.global_position[0], self.global_position[1]])
func setup(producer_value): func setup(value):
producer_value = producer_value producer_value = value
print("extractor value set as %s" % producer_value)
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void: func _process(delta: float) -> void:
pass pass
func value() -> int:
print("extractor value is %s" % producer_value)
func _on_timer_timeout() -> void: return producer_value
print("Extractor producing %s" % producer_value)
$Timer.start()
+1 -1
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@@ -3,6 +3,6 @@
[ext_resource type="Texture2D" uid="uid://lq8htcre3uve" path="res://assets/images/extractor.png" id="1_e3dte"] [ext_resource type="Texture2D" uid="uid://lq8htcre3uve" path="res://assets/images/extractor.png" id="1_e3dte"]
[ext_resource type="Script" uid="uid://dwe2kdx6e4rni" path="res://extractor.gd" id="2_x82y0"] [ext_resource type="Script" uid="uid://dwe2kdx6e4rni" path="res://extractor.gd" id="2_x82y0"]
[node name="Sprite2D" type="Sprite2D" unique_id=1172832761] [node name="Extractor" type="Sprite2D" unique_id=1172832761]
texture = ExtResource("1_e3dte") texture = ExtResource("1_e3dte")
script = ExtResource("2_x82y0") script = ExtResource("2_x82y0")
+10
View File
@@ -73,7 +73,17 @@ layout_mode = 2
texture_normal = ExtResource("9_j5hk1") texture_normal = ExtResource("9_j5hk1")
stretch_mode = 4 stretch_mode = 4
[node name="extractor_timer" type="Timer" parent="." unique_id=2112149298]
wait_time = 5.0
autostart = true
[node name="belt_timer" type="Timer" parent="." unique_id=1538161035]
wait_time = 0.2
autostart = true
[connection signal="pressed" from="CanvasLayer/Control/VBoxContainer/extractor_button" to="." method="_on_extractor_button_pressed"] [connection signal="pressed" from="CanvasLayer/Control/VBoxContainer/extractor_button" to="." method="_on_extractor_button_pressed"]
[connection signal="pressed" from="CanvasLayer/Control/VBoxContainer/belt_button" to="." method="_on_belt_button_pressed"] [connection signal="pressed" from="CanvasLayer/Control/VBoxContainer/belt_button" to="." method="_on_belt_button_pressed"]
[connection signal="pressed" from="CanvasLayer/Control/VBoxContainer/adder_button" to="." method="_on_adder_button_pressed"] [connection signal="pressed" from="CanvasLayer/Control/VBoxContainer/adder_button" to="." method="_on_adder_button_pressed"]
[connection signal="pressed" from="CanvasLayer/Control/VBoxContainer/delete_button" to="." method="_on_delete_button_pressed"] [connection signal="pressed" from="CanvasLayer/Control/VBoxContainer/delete_button" to="." method="_on_delete_button_pressed"]
[connection signal="timeout" from="extractor_timer" to="." method="_on_extractor_timer_timeout"]
[connection signal="timeout" from="belt_timer" to="." method="_on_belt_timer_timeout"]
+52 -2
View File
@@ -201,7 +201,7 @@ func place_item(item: PackedScene):
print("Placing object") print("Placing object")
var new_item = item.instantiate() var new_item = item.instantiate()
new_item.global_position = tile_layer.map_to_local(spawn_pos) new_item.global_position = tile_layer.map_to_local(spawn_pos)
new_item.add_to_group("Placed_objects") new_item.add_to_group("placed_objects")
add_child(new_item) add_child(new_item)
register_object_at_coordinate( register_object_at_coordinate(
spawn_pos, spawn_pos,
@@ -212,11 +212,13 @@ func place_item(item: PackedScene):
# Custom setup needed # Custom setup needed
if item == EXTRACTOR_SCENE: if item == EXTRACTOR_SCENE:
new_item.setup(object_at_coords['value']) new_item.setup(object_at_coords['value'])
elif item == BELT_SCENE:
new_item.setup(spawn_pos, 0)
else: else:
print("No custom setup for %s" % item) print("No custom setup for %s" % item)
func delete_item(target_pos: Vector2i): func delete_item(target_pos: Vector2i):
var targets = get_tree().get_nodes_in_group("Placed_objects") var targets = get_tree().get_nodes_in_group("placed_objects")
for item in targets: for item in targets:
print("Trying to match delete at: " + str(tile_layer.local_to_map(item.global_position)[0]) + ", " + str(tile_layer.local_to_map(item.global_position)[1])) print("Trying to match delete at: " + str(tile_layer.local_to_map(item.global_position)[0]) + ", " + str(tile_layer.local_to_map(item.global_position)[1]))
if tile_layer.local_to_map(item.global_position) == target_pos: if tile_layer.local_to_map(item.global_position) == target_pos:
@@ -255,3 +257,51 @@ func _on_adder_button_pressed() -> void:
func _on_delete_button_pressed() -> void: func _on_delete_button_pressed() -> void:
set_preview_mode(Mode.DELETE, DELETE_SCENE) set_preview_mode(Mode.DELETE, DELETE_SCENE)
# Run the extractor update
func _on_extractor_timer_timeout() -> void:
var targets = get_tree().get_nodes_in_group("placed_objects")
var production_coords: Array
for target in targets:
# Check if we are an extractor:
if target.scene_file_path == 'res://extractor.tscn':
position = tile_layer.local_to_map(target.global_position)
print("Extractor produced a %s at %s, %s" % [target.value(), position[0], position[1]])
# Make a list of positions where we need to try to produce:
for x in range(-1, 2):
for y in range(-1, 2):
production_coords.append([Vector2(position[0] + x, position[1] + y), target.value()])
# Now loop through and see if there are empty conveyer belts in the correct positions
for target in targets:
# Check if this is a belt:
if target.scene_file_path == 'res://belt.tscn' and target.empty:
position = tile_layer.local_to_map(target.global_position)
for prod in production_coords:
if position == prod[0]:
print("Extractor produced %s onto a belt!" %prod[1])
target.collect(prod[1])
func _on_belt_timer_timeout() -> void:
#print('belt tick')
# Gather the belts:
var targets = get_tree().get_nodes_in_group("placed_objects")
var next_belt_coords: Array
var belts: Array
for target in targets:
# Check if this is a belt:
if target.scene_file_path == 'res://belt.tscn':
belts.append(target)
if !target.empty:
var result = target.move()
if result != null:
# Try to move the number to the next belt
print("value fell off of belt")
next_belt_coords.append(result)
for belt in belts:
for itm in next_belt_coords:
position = tile_layer.local_to_map(belt.global_position)
print("(%s, %s), (%s, %s)" %[position[0], position[1], itm[0][0], itm[0][1]])
if position == itm[0]:
belt.collect(itm[1])