Make cards in hand align correctly

This commit is contained in:
Hamcha 2019-05-06 13:12:57 +02:00
parent 2ec5792b0f
commit 763c187cdd
Signed by: hamcha
GPG key ID: A40413D21021EAEE
4 changed files with 72 additions and 8 deletions

View file

@ -31,3 +31,5 @@ material/0 = null
[node name="BoardUI" parent="." instance=ExtResource( 4 )]
[node name="Cards" type="Spatial" parent="."]
[node name="Tween" type="Tween" parent="."]

View file

@ -19,13 +19,9 @@ export var inHand := false
onready var animation := $Border/AnimationPlayer
func _mouse_hover():
if inHand:
animation.play("focus")
emit_signal("card_selected")
func _mouse_blur():
if inHand:
animation.play("blur")
emit_signal("card_unselected")
func _input_event(camera, event, click_position, click_normal, shape_idx):
@ -72,6 +68,9 @@ func _input_event(camera, event, click_position, click_normal, shape_idx):
animation.play("tap")
exhausted = true
func reset_transform():
$Border.transform.origin = Vector3.ZERO
func _menu_action(id: int):
match id:
0: # Flip

View file

@ -6,7 +6,8 @@
[ext_resource path="res://MLPAssets/ExampleCard/ff6.jpg" type="Texture" id=4]
[sub_resource type="BoxShape" id=1]
extents = Vector3( 0.367502, 0.0309108, 0.49861 )
margin = 0.001
extents = Vector3( 0.353, 0.001, 0.481 )
[sub_resource type="Animation" id=2]
resource_name = "blur"
@ -149,7 +150,7 @@ input_capture_on_drag = true
script = ExtResource( 1 )
[node name="CollisionShape" type="CollisionShape" parent="."]
transform = Transform( 1, 0, 0, 0, 1.17955, 0, 0, 0, 1, 0, 0, 0 )
transform = Transform( 1, 0, 0, 0, 1.17955, 0, 0, 0, 1, 0, 0.000197917, 0 )
shape = SubResource( 1 )
[node name="Border" type="MeshInstance" parent="."]

View file

@ -11,14 +11,25 @@ onready var cards := $Cards
export var mouseHandThreshold = 0.9
var holdingCard: Card
var holdingCard: Card = null
var focusedCard: Card = null
var mouseOrigin: Vector2
var lastCameraTransform: Transform
func _ready():
add_card("ff36", 0, true)
add_card("ff36", 0, true)
add_card("ff36", 0, true)
add_card("ff36", 0, true)
add_card("ff36", 0, true)
add_card("ff36", 0, true)
add_card("ff36", 0, true)
add_card("ff36", 0, true)
add_card("ff36", 0, true)
add_card("ff36", 0, true)
add_card("ff36", 0, false)
reorder_hand()
func _input(event: InputEvent):
# Camera zoom
@ -52,14 +63,29 @@ func _process(delta: float):
func _card_picked(card: Card):
holdingCard = card
# Fix rotation if coming from hand
if holdingCard.inHand:
holdingCard.rotation = Vector3.ZERO
func _card_dropped(card: Card):
holdingCard = null
reorder_hand()
func _card_selected(card: Card):
if card.inHand and focusedCard == null:
focusedCard = card
card.animation.play("focus")
func _card_unselected(card: Card):
if focusedCard == card:
focusedCard = null
card.animation.play("blur")
func reparent(object: Node, from: Node, to: Node):
from.remove_child(object)
to.add_child(object)
object.set_owner(to)
reorder_hand()
func add_card(cardID: String, playerID: int, inHand: bool):
var card := CardTemplate.instance()
@ -70,9 +96,45 @@ func add_card(cardID: String, playerID: int, inHand: bool):
card.connect("card_picked", self, "_card_picked", [card])
card.connect("card_selected", ui, "_card_selected", [card])
card.connect("card_unselected", ui, "_card_unselected", [card])
card.connect("card_selected", self, "_card_selected", [card])
card.connect("card_unselected", self, "_card_unselected", [card])
card.connect("card_menu", ui, "show_card_menu", [card])
if inHand:
# TODO if player != me, put in opponent's hand
hand.add_child(card)
else:
cards.add_child(card)
cards.add_child(card)
const MAX_CARD_DISTANCE := 0.5
const HAND_SCREEN_PERC := 0.8
const CARD_ROTATION := 0.03
const UNITSPERPX := 0.003
func reorder_hand():
var cardsInHand: Array = hand.get_children()
cardsInHand.sort_custom(TransformSorter, "sort")
var size := cardsInHand.size()
# Calculate total width of the player's hand and other things
# This is done in two ways, for small hands, MAX_CARD_DISTANCE is usually used
# as constant distance between cards, however, as the hand gets larger we don't
# want them to go offscreen, therefore a "maximum screen %" is used to determine
# how to fit all the cards within a % of the viewport's width
var distancePerc := get_viewport().size.x * HAND_SCREEN_PERC * UNITSPERPX / size
var distance := distancePerc#max(distancePerc, MAX_CARD_DISTANCE)
var totalWidth := distance * (size-1)
var minX := -totalWidth/2
# Iterate over all items, keep track of the index
var i := 0
for child in cardsInHand:
child.transform.origin = Vector3(minX + distance * i, 0.02*i, 0)
child.rotation = Vector3(0, CARD_ROTATION * (size - i - 1), 0)
i += 1
child.reset_transform()
class TransformSorter:
static func sort(a, b):
if a.transform.origin.x < b.transform.origin.x:
return true
return false