extends Area2D class_name Ghost ## Ghost previewing the instantiation of a scene. ## The [CollisionShape2D] to use to check for placement checks. ## ## MUST consist of a [RectangleShape2D]. @onready var placement_shape: CollisionShape2D = $PlacementShape ## The [Sprite2D] node previewing the scene. @onready var preview_sprite: Sprite2D = $PlacementShape/PreviewSprite ## 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 ## The texture that the preview sprite should display. @export var preview_texture: Texture2D: get: return preview_texture set(value): preview_texture = value # Quick priority fix if preview_sprite: preview_sprite.texture = value ## 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: get: return can_place set(value): can_place = value if value: preview_sprite.modulate = Color(1.0, 1.0, 1.0, 0.5) else: 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(): collision_mask = collision_mask_prevent_placement | collision_mask_delete_placement 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): # Handle quantized rotation rotation_degrees += get_rotation_quantized_degrees() # Update collision update_can_place() ## Update the value of [can_place]. # DIRTY HACK: Relies on the placeable area being perfectly surrounded by solid bodies. func update_can_place(): var no_overlapping_bodies: bool = true var overlapping_bodies = get_overlapping_bodies() 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 var is_in_placeable_area: bool = false var overlapping_areas = get_overlapping_areas() for area in overlapping_areas: 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(): 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() var instantiated = scene_to_instantiate.instantiate() instantiated.global_position = global_position instantiated.rotation = rotation target.add_child(instantiated) materialized.emit(instantiated) return instantiated