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Refactor Ghost's placement feature into a separate PrecisePlacement node

This commit is contained in:
Steffo 2023-10-07 02:59:58 +02:00
parent 0baf2d74f0
commit 35095a84dd
Signed by: steffo
GPG key ID: 2A24051445686895
4 changed files with 111 additions and 100 deletions

View file

@ -41,111 +41,12 @@ var can_place: bool:
preview_sprite.modulate = Color(1.0, 0.0, 0.0, 0.5) preview_sprite.modulate = Color(1.0, 0.0, 0.0, 0.5)
## Whether the ghost is currently being dragged or not.
var is_being_dragged: bool
func _ready(): func _ready():
collision_mask = collision_mask_prevent_placement | collision_mask_delete_placement collision_mask = collision_mask_prevent_placement | collision_mask_delete_placement
preview_sprite.texture = preview_texture preview_sprite.texture = preview_texture
## 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
func _input(event: InputEvent):
# 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
if event is InputEventMouseButton:
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)
elif event is InputEventScreenTouch:
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): func _physics_process(_delta: float):
# Handle quantized rotation
rotation_degrees += get_rotation_quantized_degrees()
# Update collision # Update collision
update_can_place() update_can_place()

View file

@ -1,7 +1,8 @@
[gd_scene load_steps=3 format=3 uid="uid://qtk4tm6l367w"] [gd_scene load_steps=4 format=3 uid="uid://qtk4tm6l367w"]
[ext_resource type="Script" path="res://interface/ghost/ghost.gd" id="1_1bq64"] [ext_resource type="Script" path="res://interface/ghost/ghost.gd" id="1_1bq64"]
[ext_resource type="PackedScene" uid="uid://c3p0jdf7416ac" path="res://converters/full_converter_shape.tscn" id="2_bo8dp"] [ext_resource type="PackedScene" uid="uid://c3p0jdf7416ac" path="res://converters/full_converter_shape.tscn" id="2_bo8dp"]
[ext_resource type="PackedScene" uid="uid://cgpjm06hleokk" path="res://interface/ghost/precise_placement.tscn" id="3_70ahv"]
[node name="Ghost" type="Area2D"] [node name="Ghost" type="Area2D"]
collision_layer = 0 collision_layer = 0
@ -17,3 +18,5 @@ scale = Vector2(2.5, 2.5)
[node name="PreviewSprite" type="Sprite2D" parent="PlacementShape"] [node name="PreviewSprite" type="Sprite2D" parent="PlacementShape"]
modulate = Color(1, 1, 1, 0.5) modulate = Color(1, 1, 1, 0.5)
z_index = 10 z_index = 10
[node name="PrecisePlacement" parent="." instance=ExtResource("3_70ahv")]

View file

@ -0,0 +1,101 @@
extends Node
class_name PrecisePlacement
## 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
## The [Node2D] this script should act on.
@onready var target: Node2D = get_parent()
## Whether the target is currently being dragged or not.
var is_dragging: bool = false
## 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,
]
## Count the number of non-[null] [last_touch_events].
func count_active_touch_events() -> int:
var total = 0
for event in last_touch_events:
if event != null:
total += 1
return total
## Handle event-based input
func _input(event: InputEvent):
# Count active events
var count = count_active_touch_events()
# Mouse drag
if count == 0:
# Mouse drag
if event is InputEventMouseMotion and last_mouse_event:
target.position += event.relative
# Touch drag
elif count == 1:
# Touch drag
if event is InputEventScreenDrag:
target.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:
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:
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
# Find the angle between the two vectors
var rotation_radians = previous_vec.angle_to(current_vec)
# Apply the rotation
target.rotation += rotation_radians
# Store last events
if event is InputEventMouseButton:
last_mouse_event = event if event.pressed else null
elif event is InputEventMouseMotion and last_mouse_event != null:
last_mouse_event = event
elif event is InputEventScreenTouch:
last_touch_events[event.index] = event if event.pressed else null
elif event is InputEventScreenDrag:
last_touch_events[event.index] = event
## Get the degrees that the target should be rotated by in a given frame 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
## Handle polling-based input
func _physics_process(_delta):
# Handle quantized rotation
target.rotation_degrees += get_rotation_quantized_degrees()

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://cgpjm06hleokk"]
[ext_resource type="Script" path="res://interface/ghost/precise_placement.gd" id="1_e7b5h"]
[node name="PrecisePlacement" type="Node"]
script = ExtResource("1_e7b5h")