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add undo feature

This commit is contained in:
Manu 2021-04-27 21:22:03 +02:00
parent 7e5cd4d449
commit 3bd07cc437
3 changed files with 55 additions and 26 deletions

View File

@ -21,19 +21,37 @@ export var stairs_x := 0
export var stairs_y := 0
var completed := false
var initial_state
var saved_steps := []
class StepSnap:
var waste := {}
var reservoir : int
var player_position : Vector2
var player_direction : Player.Movement
static func snap(var l : Level) -> StepSnap:
var step = StepSnap.new()
for w in l._waste.get_used_cells():
step.waste[w] = l._waste.get_cellv(w)
step.reservoir = l._player.reservoir
step.player_position = l._player.tile_position
step.player_direction = l._player.current_direction
return step
func restore(var l : Level) -> void:
l._waste.clear()
for w in self.waste:
l._waste.set_cellv(w, self.waste[w])
l._player.reservoir = self.reservoir
l._player.tile_position = self.player_position
l._player.current_direction = self.player_direction
func _ready():
_player.level = self
_player.tile_position = Vector2(start_x, start_y)
_stairs.visible = false
_stairs.modulate = Color.white
initial_state = {
waste = {},
reservoir = _player.reservoir
}
for w in _waste.get_used_cells():
initial_state.waste[w] = _waste.get_cellv(w)
func _process(_delta):
@ -145,6 +163,8 @@ class Tile:
func dash(var direction: Vector2, var tile_limit = INF, var waste_limit = INF) -> Tile:
var waste_line = get_waste_line(direction, true, tile_limit)
waste_line.resize(min(waste_limit, waste_line.size()))
if not waste_line.empty():
level.take_snap()
for tile in waste_line:
tile.set_tile(level._waste, -1)
level.check_completed()
@ -184,29 +204,26 @@ func waste_sound(var number :int):
func player_initial_position():
_player.level = self
_player.tile_position = Vector2(start_x, start_y)
_player.update_position()
if not Engine.editor_hint:
_player.current_direction = _player.movements.back()
_player.update_animation()
func reset():
func take_snap():
if not completed:
saved_steps.push_back(StepSnap.snap(self))
func undo():
if not completed and not saved_steps.empty():
saved_steps.pop_back().restore(self)
_waste.clear()
for w in initial_state.waste:
_waste.set_cellv(w, initial_state.waste[w])
player_initial_position()
_player.reservoir = initial_state.reservoir
update_reservoir()
func reset():
if not completed and not saved_steps.empty():
saved_steps.front().restore(self)
saved_steps.clear()
func check_player_stairs():
if get_tile_v(_player.tile_position).is_stairs():
_player.tile_position = Vector2(stairs_x - 1, stairs_y - 2)
_player.current_direction = _player.movements.back()
_player.update_position()
_player.update_animation()
func end_of_level():
_player.visible = false

View File

@ -12,7 +12,7 @@ var level
onready var footsteps = $FootSteps
onready var deny = $Deny
var tile_position := Vector2(0,0)
var tile_position := Vector2(0,0) setget update_position
var last_move_time := 0.0
var step_count := 0
var stepped := false
@ -56,7 +56,7 @@ onready var sweeps = [
var movement_queue = []
var current_target = null
var current_direction : Movement = movements.back()
var current_direction : Movement = movements.back() setget update_animation
onready var sprite = $AnimatedSprite as AnimatedSprite
func _process(delta):
@ -64,8 +64,11 @@ func _process(delta):
if Engine.editor_hint:
return
if Input.is_action_pressed("reset"):
if Input.is_action_just_pressed("reset"):
level.reset()
if Input.is_action_just_pressed("undo"):
level.undo()
if (last_move_time + rest) * 1000 < OS.get_ticks_msec():
for movement in movements:
@ -75,7 +78,6 @@ func _process(delta):
var target = level.get_tile_v(tile_position + movement.direction)
if target.can_walk(movement.direction) or target.can_push(movement.direction):
movement_queue.push_back(movement)
update_animation()
@ -92,6 +94,7 @@ func _process(delta):
else:
tile.push(current_movement.direction)
footsteps.play()
level.take_snap()
if current_target != null:
tile_position += current_movement.direction * delta * (speed_dash if dashing else speed)
@ -143,9 +146,13 @@ func _process(delta):
deny.play()
func update_position():
func update_position(var new_pos = false):
if new_pos is Vector2:
tile_position = new_pos
position = level._floor.cell_custom_transform * (tile_position + Vector2.ONE / 2 )
func update_animation():
func update_animation(var new_dir = false):
if new_dir is Movement:
current_direction = new_dir
sprite.animation = current_direction.animation
sprite.frame = step_count % 2 + (0 if reservoir > 0 else 2)

View File

@ -105,6 +105,11 @@ reset={
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":3,"pressure":0.0,"pressed":false,"script":null)
]
}
undo={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":90,"unicode":0,"echo":false,"script":null)
]
}
[physics]