eastern-flames/eastern flames/scripts/st_control/st_control.gml

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function st_control() {
c_input();
var mouse = c_2dto3d(mouse_x,mouse_y);
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if select {
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var mousex = floor(mouse.x/global.tilesize.x);
var mousey = floor(mouse.y/global.tilesize.y);
log(mousex, mousey);
if mousex < array_length(global.map) && mousex >= 0 {
if mousey < array_length(global.map[mousex]) && mousey >= 0 {
var i;
for (i=0; i<array_length(global.map[mousex][mousey].contents); i++) {
if global.map[mousex][mousey].contents[i].object_index == o_unit {
var dude = global.map[mousex][mousey].contents[i];
if dude.alignment == global.turn {
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if selectedunit == noone {
c_selectunit(dude);
se_play(se_select);
}
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} else {
c_markunit(dude);
}
}
}
}
}
} else if select {
if mouse.x > global.gw-100 {
var guyhits = floor(abs(mouse.y-global.gh-10)/32);
log(guyhits, array_length(selectedunit.inventory));
if guyhits < array_length(selectedunit.inventory) {
//log("doing");
selectedunit.equippedweapon = guyhits+1;
c_equipweapon(selectedunit, selectedunit.inventory[selectedunit.equippedweapon]);
}
//draw_text(global.gw-10, global.gh-10-i*20;
}
}
if selectedunit == noone {
hspd = lerp(hspd, (right-left)*((.1+stop*.1)*(ts.x)), .4);
vspd = lerp(vspd, (down-up)*((.1+stop*.1)*(ts.y)), .4);
x += hspd;
y += vspd;
} else {
hspd = 0;
vspd = 0;
x = lerp(x, selectedunit.x, .4);
y = lerp(y, selectedunit.y, .4);
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//cursor.x = selectedunit.x;
//cursor.y = selectedunit.y;
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}
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cursor.x = mouse_x;
cursor.y = mouse_y;
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global.camerax = x;
global.cameray = y;
var mousex = floor(mouse.x/global.tilesize.x);
var mousey = floor(mouse.y/global.tilesize.y);
//log(mousex, mousey);
hoveredunit = selectedunit;
if mousex < array_length(global.map) && mousex >= 0 {
if mousey < array_length(global.map[mousex]) && mousey >= 0 {
var i;
for (i=0; i<array_length(global.map[mousex][mousey].contents); i++) {
if global.map[mousex][mousey].contents[i].object_index == o_unit {
hoveredunit = (global.map[mousex][mousey].contents[i]);
}
}
}
}
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if hoveredunit != noone {
//cursor.x = lerp(mouse_x, hoveredunit.x, .4);
//cursor.y = lerp(mouse_y, hoveredunit.y, .4);
}
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var i;
for (i=0; i<array_length(global.units[global.turn]); i++) {
if global.units[global.turn][i].waiting = false exit;
}
c_dewait(global.turn);
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//global.turn = (global.turn+1)%2;
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hoveredunit = noone;
c_deselectunit(selectedunit);
waiting = 60;
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k = 0;
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global.turn = ARMY.THEM;
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log("TURN " + string(global.turn));
state = st_enemyturn;
}