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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 position the ghost should have when a new body starts being placed.
@onready var starting_position: Vector2 = position
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## The rotation the ghost should have when a new body starts being placed.
@onready var starting_rotation_radians: float = rotation
## Whether this object can currently be placed.
var can_place: bool = false:
get:
return can_place
set(value):
if value != can_place:
can_place_changed.emit(value)
can_place = value
modulate = valid_color if value else invalid_color
## Emitted when [can_place] changes value.
signal can_place_changed(to: bool)
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func _ready():
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# Initialize the Area's collision mask
collision_mask = overlap_checker.overlap_mask | placeable_area_checker.overlap_mask | overlap_freer.overlap_mask
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## Update the value of [can_place].
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func update_state():
# DIRTY HACK: Relies on the placeable area being perfectly surrounded by solid bodies.
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can_place = overlap_checker.is_overlapping_with == null and placeable_area_checker.is_overlapping_with != null
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## For retro-compatibility, configure this for the placement of a [PurchasableItem].
func COMPAT_set_to_purchasable_item(pi: PurchasableItem):
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push_warning("COMPAT_set_to_purchasable_item is deprecated.")
instantiator.scene_to_instantiate = pi.item_scene
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var item_scene = pi.item_scene.instantiate()
placement_shape.shape = item_scene.get_node("ConverterPlacementBody/FullConverterShape").shape
placement_shape.scale = item_scene.scale
item_scene.queue_free()
preview_sprite.texture = pi.item_icon
position = starting_position
rotation = starting_rotation_radians
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update_state()
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## Configure this for the placement of a [ShopItem].
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func set_to_shop_item(si: ShopItem):
instantiator.scene_to_instantiate = si.placement_scene
placement_shape.shape = si.placement_shape # TODO: Hmmm. Not the best interface.
placement_shape.scale = si.placement_scene.scale
preview_sprite.texture = si.placement_texture
position = starting_position
rotation = starting_rotation_radians
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update_state()
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## Emitted when [materialize] is called.
signal materialized(what: Node)
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## Try to materialize the scene, returning it if the instantiation was successful, or null if it wasn't.
##
## Remember to try the placement again if this returns null!
func materialize() -> Node:
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if not can_place:
return null
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overlap_freer.update_is_overlapping_with()
overlap_freer.area_queue_free()
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var inst = instantiator.instantiate()
materialized.emit(inst)
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return inst
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func _on_moved(_from, _to):
overlap_checker.update_is_overlapping_with()
overlap_freer.update_is_overlapping_with()
placeable_area_checker.update_is_overlapping_with()
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update_state()
func _on_rotated_radians(_from, _to):
overlap_checker.update_is_overlapping_with()
overlap_freer.update_is_overlapping_with()
placeable_area_checker.update_is_overlapping_with()
update_state()
func _on_area_entered(_area):
placeable_area_checker.update_is_overlapping_with()
update_state()
func _on_area_exited(_area):
placeable_area_checker.update_is_overlapping_with()
update_state()
func _on_body_entered(_body):
overlap_checker.update_is_overlapping_with()
overlap_freer.update_is_overlapping_with()
update_state()
func _on_body_exited(_body):
overlap_checker.update_is_overlapping_with()
overlap_freer.update_is_overlapping_with()
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update_state()