1
Fork 0
mirror of https://github.com/Steffo99/swear-jar.git synced 2024-11-26 09:34:19 +00:00
swear-jar/interface/ghost.gd

74 lines
2.3 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 texture that the preview sprite should display.
@export var preview_texture: Texture2D:
get:
return preview_texture
set(value):
preview_texture = value
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):
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
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:
last_input_event = event if event.pressed else null
# If is dragging
if 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
func _physics_process(_delta: float):
var overlapping_bodies = get_overlapping_bodies()
var no_overlapping_bodies = true
var is_enclosed_by_placeable_area = false
# DIRTY HACK: Relies on the placeable area being perfectly surrounded by solid bodies.
var overlapping_areas = get_overlapping_areas()
for area in overlapping_areas:
if not area is PlaceableArea:
continue
is_enclosed_by_placeable_area = true
can_place = no_overlapping_bodies and is_enclosed_by_placeable_area