finished reowrking grid maps, polished astar pathfinding, started work on aiming functions --todo: change launch speed to constant, change aim function to take into account the angle it would need to launch at to hit mouse position like in peggle, add raycasting

This commit is contained in:
2026-06-03 02:44:13 -04:00
parent 7b5cd9d5f6
commit c97b0e5cc2
24 changed files with 1108 additions and 1104 deletions
+4 -4
View File
@@ -25,15 +25,15 @@ public partial class PlayerController : TurnController
public void SetUpTowers(int TOWER_COUNT = 8)
{
Tower tower = GetNode<Tower>("Tower1");
Vector2 towerPositionCorrection = tower._area.GetNode<CollisionShape2D>("Bounds").Shape.GetRect().Size / 2 * (Vector2.Right + Vector2.Up);
float spaceBetweenTowers = _grid._sizeInPixels.X / (TOWER_COUNT - 1);
tower.Position = _grid.Position - _grid._sizeInPixels / 2 + towerPositionCorrection;
Vector2 towerPositionCorrection = tower._offset.Position;
float spaceBetweenTowers = _playArea._map._sizeInPixels.X / (TOWER_COUNT - 1);
tower.GlobalPosition = _playArea._map.GlobalPosition - _playArea._map._sizeInPixels / 2 + towerPositionCorrection;
_towers.Add(tower);
for (int i = 1; i < TOWER_COUNT; i++)
{
Tower newTower = (Tower)tower.Duplicate();
newTower.Position += new Vector2(spaceBetweenTowers * i - towerPositionCorrection.X * i / (TOWER_COUNT - 1) * 2, 0);
newTower.GlobalPosition += new Vector2(spaceBetweenTowers * i - towerPositionCorrection.X * i / (TOWER_COUNT - 1) * 2, 0);
_towers.Add(newTower);
AddChild(newTower);
}