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swear-jar/interface/ghost/ghost.gd

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GDScript3
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extends Area2D
class_name Ghost
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## Ghost previewing the instantiation of a scene.
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## Color to modulate this with if the body currently isn't overlapping anything.
@export var valid_color: Color = Color.WHITE
## Color to modulate this with if the body currently is overlapping something.
@export var invalid_color: Color = Color.RED
## The [Instantiator] to use to spawn the ghosted item.
@onready var instantiator: Instantiator = $Instantiator
## The [OverlapChecker] to use to see if a solid block is overlapping the ghost.
@onready var overlap_checker: OverlapChecker = $OverlapChecker
## The [PlaceableAreaChecker] to use to see if the ghost is currently inside the placeable area.
@onready var placeable_area_checker: PlaceableAreaChecker = $PlaceableAreaChecker
## The [OverlapFreer] to use to delete the [PhysicsBody2D] behind the ghost before instantiation.
@onready var overlap_freer: OverlapFreer = $OverlapFreer
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## The [CollisionShape2D] to use to check for placement checks.
##
## MUST consist of a [RectangleShape2D].
@onready var placement_shape: CollisionShape2D = $PlacementShape
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## The [Sprite2D] node previewing the scene.
@onready var preview_sprite: Sprite2D = $PlacementShape/PreviewSprite
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## The collision mask of objects that should prevent this object's placement.
@export_flags_2d_physics var collision_mask_prevent_placement: int
## The collision mask of objects that should be deleted on this object's placement.
@export_flags_2d_physics var collision_mask_delete_placement: int
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## The texture that the preview sprite should display.
@export var preview_texture: Texture2D:
get:
return preview_texture
set(value):
preview_texture = value
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# Quick priority fix
if preview_sprite:
preview_sprite.texture = value
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func _ready():
collision_mask = collision_mask_prevent_placement | collision_mask_delete_placement
preview_sprite.texture = preview_texture
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func _physics_process(_delta: float):
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# Update collision
update_can_place()
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var can_place: bool:
get:
return can_place
set(value):
can_place = value
modulate = valid_color if value else invalid_color
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## Update the value of [can_place].
# DIRTY HACK: Relies on the placeable area being perfectly surrounded by solid bodies.
func update_can_place() -> void:
can_place = overlap_checker.is_overlapping_with == null and placeable_area_checker.is_overlapping_with != null
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func materialize():
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# Compatibility stub for Instantiator
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if not can_place:
return null
var overlapping_bodies = get_overlapping_bodies()
for body in overlapping_bodies:
if body is PhysicsBody2D:
if body.collision_layer & collision_mask_delete_placement:
body.queue_free()
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var inst = instantiator.instantiate()
# TODO: Remove this
return inst