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swear-jar/interface/ghost.gd
2023-10-02 21:25:11 +02:00

148 lines
4.9 KiB
GDScript

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)
## The last input event of the input that's dragging the ghost around, or null if the ghost isn't being dragged.
var last_input_event: InputEvent
## The last alternate input event.
var last_alternate_event: InputEvent
func _ready():
collision_mask = collision_mask_prevent_placement | collision_mask_delete_placement
preview_sprite.texture = preview_texture
func _input(event: InputEvent):
# Handle mouse click
if event is InputEventMouseButton:
last_input_event = event if event.pressed else null
# Handle touch begin
elif event is InputEventScreenTouch:
print("Event: ", event)
print("Last: ", last_input_event)
print("Alt: ", last_alternate_event)
if not last_input_event:
last_input_event = event if event.pressed else null
elif event.index == last_input_event.index:
last_input_event = event if event.pressed else null
last_alternate_event = null
else:
last_alternate_event = event if event.pressed else null
# If is pinching
if last_alternate_event:
if event.index == last_input_event.index:
var last_vector: Vector2 = last_alternate_event.position - last_input_event.position
var vector: Vector2 = last_alternate_event.position - event.position
var angle = vector.angle_to(last_vector)
rotation += angle
else:
var last_vector: Vector2 = last_alternate_event.position - last_input_event.position
var vector: Vector2 = event.position - last_input_event.position
var angle = vector.angle_to(last_vector)
rotation += angle
# If is dragging
elif last_input_event:
# Handle mouse drag
if last_input_event is InputEventMouse and event is InputEventMouse:
var delta = event.position - last_input_event.position
position += delta
last_input_event = event
# Handle touch drag
elif (last_input_event is InputEventScreenTouch or last_input_event is InputEventScreenDrag) and event is InputEventScreenDrag:
if event.index == last_input_event.index:
var delta = event.position - last_input_event.position
position += delta
last_input_event = event
else:
last_alternate_event = event
## 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 _physics_process(_delta: float):
update_can_place()
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