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swear-jar/interface/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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## 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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## Whether the ghost can be placed at the current location of the ghost.
##
## Computed by checking if [placement_shape] overlaps any entity and is inside the [PlacementArea] of the [Bottle].
var can_place: bool:
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get:
return can_place
set(value):
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can_place = value
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if value:
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preview_sprite.modulate = Color(1.0, 1.0, 1.0, 0.5)
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else:
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preview_sprite.modulate = Color(1.0, 0.0, 0.0, 0.5)
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## Whether the ghost is currently being dragged or not.
var is_being_dragged: bool
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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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## The degrees to rotate by when rotation is quantized.
@export_range(1, 180, 1) var rotation_quantized_degrees: float = 45
## The degrees to rotate by when rotation is quantized and precise rotation is being requested.
@export_range(1, 180, 1) var rotation_quantized_precise_degrees: float = 5
## Get the degrees a piece should be rotated by when rotation is quantized.
func get_rotation_quantized_degrees() -> float:
var degrees = rotation_quantized_precise_degrees if Input.is_action_pressed("ghost_precise") else rotation_quantized_degrees
var intensity = 1.0 if Input.is_action_just_pressed("ghost_clockwise") else 0.0 - 1.0 if Input.is_action_just_pressed("ghost_counterclockwise") else 0.0
return degrees * intensity
## The last [InputEventMouse] received.
var last_mouse_event: InputEventMouse = null
## The last [InputEventScreenTouch] or [InputEventScreenDrag] received for each possible touch index.
var last_touch_events: Array[InputEvent] = [
null, null, null, null, null,
null, null, null, null, null,
]
func count_active_touch_events() -> int:
var total = 0
for event in last_touch_events:
if event != null:
total += 1
return total
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func _input(event: InputEvent):
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# Count active events
var count = count_active_touch_events()
#print("[Ghost] Counting ", count, " active events!")
# Mouse drag
if count == 0:
# Mouse drag
if event is InputEventMouseMotion and last_mouse_event:
position += event.relative
# Touch drag
elif count == 1:
# Touch drag
if event is InputEventScreenDrag:
position += event.relative
# Handle rotation
elif count == 2:
# Find the previous event
var previous
if event is InputEventScreenTouch or event is InputEventScreenDrag:
previous = last_touch_events[event.index]
# At this point previous shouldn't be null
# If it is, just try again at the next frame
if previous == null:
print("[Ghost] Rotation occurred, but previous was null, so it was cancelled.")
return
# Find the other event
var other
for last_touch_index in len(last_touch_events):
if event is InputEventScreenTouch or event is InputEventScreenDrag:
if event.index == last_touch_index:
continue
if last_touch_events[last_touch_index] != null:
other = last_touch_events[last_touch_index]
# At this point other shouldn't be null
# If it is, just try again at the next frame
if other == null:
print("[Ghost] Rotation occurred, but other was null, so it was cancelled.")
return
# Find the two vectors between the touches, one using the previous position, and one using the current one
var previous_vec: Vector2 = previous.position - other.position
var current_vec: Vector2 = event.position - other.position
print("[Ghost] previous_vec: ", previous_vec, " | current_vec: ", current_vec)
# Find the angle between the two vectors
var rotation_radians = previous_vec.angle_to(current_vec)
print("[Ghost] Rotation was successful, rotating by: ", rotation_radians)
# Apply the rotation
rotation += rotation_radians
# Store last events
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if event is InputEventMouseButton:
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last_mouse_event = event if event.pressed else null
#print("[Ghost] last_mouse_event updated in response to a InputEventMouseButton: ", last_mouse_event)
elif event is InputEventMouseMotion and last_mouse_event != null:
last_mouse_event = event
#print("[Ghost] last_mouse_event updated in response to a InputEventMouseMotion: ", last_mouse_event)
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elif event is InputEventScreenTouch:
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last_touch_events[event.index] = event if event.pressed else null
#print("[Ghost] last_touch_events[", event.index , "] updated in response to a InputEventScreenTouch: ", last_mouse_event)
elif event is InputEventScreenDrag:
last_touch_events[event.index] = event
#print("[Ghost] last_touch_events[", event.index , "] updated in response to a InputEventScreenDrag: ", last_mouse_event)
func _physics_process(_delta: float):
# Handle quantized rotation
rotation_degrees += get_rotation_quantized_degrees()
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# Update collision
update_can_place()
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## Update the value of [can_place].
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# DIRTY HACK: Relies on the placeable area being perfectly surrounded by solid bodies.
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func update_can_place():
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var no_overlapping_bodies: bool = true
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var overlapping_bodies = get_overlapping_bodies()
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for body in overlapping_bodies:
if body is TileMap:
no_overlapping_bodies = false
elif body is PhysicsBody2D:
var body_prevents_placement = bool(body.collision_layer & collision_mask_prevent_placement)
no_overlapping_bodies = no_overlapping_bodies and not body_prevents_placement
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var is_in_placeable_area: bool = false
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var overlapping_areas = get_overlapping_areas()
for area in overlapping_areas:
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if area is PlaceableArea:
is_in_placeable_area = true
can_place = no_overlapping_bodies and is_in_placeable_area
## The [PackedScene] that this node should instantiate.
@export var scene_to_instantiate: PackedScene
## The [Node] instatiated scenes should be added as children to.
@export var target: Node
## Emitted when the [materialize] function has finished executing.
signal materialized(node: Node)
func materialize():
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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 instantiated = scene_to_instantiate.instantiate()
instantiated.global_position = global_position
instantiated.rotation = rotation
target.add_child(instantiated)
materialized.emit(instantiated)
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return instantiated