mlpcardgame/Scenes/Board/Card.gd

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GDScript3
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extends Area
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class_name Card
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signal card_selected()
signal card_unselected()
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signal card_picked()
signal card_dropped()
signal card_dropped_anim()
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signal card_menu()
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signal card_moved(origin, direction, t)
signal card_clicked()
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signal loaded()
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var clicked := false
var exhausted := false
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var lifted := false
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var flipped := false
var cardID := "" setget set_cardid
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var playerID := 0
var inHand := false
var inZone := false
var zoneName = ""
var cardMat = preload("res://MLPAssets/Placeholders/CardMat.tres")
var ready = false
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onready var border := $CardModel/Border
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onready var animation := $CardModel/Border/AnimationPlayer
onready var handanim := $CardModel/Border/HandAnimPlayer # Hack to get hand animations off the main queue
onready var cardImage := $CardModel/Border/CardImage
onready var texture: Texture = cardImage.get_surface_material(0)
func set_cardid(val: String):
cardID = val
if ready:
Resources.get_card(val, self, "_card_fetched")
func _ready():
Resources.get_card(cardID, self, "_card_fetched")
ready = true
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func _mouse_hover():
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emit_signal("card_selected")
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func _mouse_blur():
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emit_signal("card_unselected")
# warning-ignore:unused_argument
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func _input_event(camera, event, click_position, click_normal, shape_idx):
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# Mouse motion
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if clicked and event is InputEventMouseMotion:
if not lifted:
emit_signal("card_picked")
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# Disable input for now
input_ray_pickable = false
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lifted = true
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var origin: Vector3 = camera.project_ray_origin(event.position)
var direction: Vector3 = camera.project_ray_normal(event.position)
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var denom := Vector3.UP.dot(direction)
var t: float = (-camera.transform.origin).dot(Vector3.UP) / denom;
emit_signal("card_moved", origin, direction, t)
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# Right click
if event is InputEventMouseButton and event.pressed and event.button_index == BUTTON_RIGHT:
# Show menu
emit_signal("card_menu")
# Left click
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if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and clickable():
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# Update click status
clicked = event.pressed
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# Check for card dropped
if not clicked and lifted:
emit_signal("card_dropped")
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input_ray_pickable = true
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lifted = false
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# Check double click
if event.doubleclick and not inHand and not lifted and not animation.is_playing():
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emit_signal("card_clicked")
func _check_drop_anim(anim_name):
if anim_name == "drop":
emit_signal("card_dropped_anim")
# warning-ignore:unused_argument
func _card_fetched(result: int, response_code: int, headers: PoolStringArray, body: PoolByteArray):
assert(result == HTTPRequest.RESULT_SUCCESS)
var img = Image.new()
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var err = img.load_webp_from_buffer(body)
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assert(err == OK)
# Depending if card pic is a problem or not, rotate the card image mesh
if img.get_width() > img.get_height():
cardImage.scale = Vector3(0.45,1,0.319)
cardImage.rotation.y = PI/2
else:
cardImage.scale = Vector3(0.319,1,0.45)
cardImage.rotation.y = 0
var mat = cardMat.duplicate()
texture = ImageTexture.new()
texture.create_from_image(img)
mat.albedo_texture = texture
cardImage.set_surface_material(0, mat)
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emit_signal("loaded")
func tween_move_to(targetPos: Vector3, duration: float = 0.1):
$Tween.interpolate_property(self, "translation",
translation, targetPos, duration,
Tween.TRANS_CUBIC, Tween.EASE_IN_OUT)
func tween_rotate(targetRot: Vector3, duration: float = 0.1):
$Tween.interpolate_property(self, "rotation",
rotation, targetRot, duration,
Tween.TRANS_CUBIC, Tween.EASE_IN_OUT)
func tween():
$Tween.start()
func disableInput():
$CollisionShape.disabled = true
func enableInput():
$CollisionShape.disabled = false
func clickable() -> bool:
#TODO Better control over if a card can be taken or not
if playerID == 0:
return true
return false
func reset_transform():
$CardModel.translation = Vector3.ZERO
$CardModel.rotation = Vector3.ZERO