Make cards in hand align correctly
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parent
2ec5792b0f
commit
763c187cdd
4 changed files with 72 additions and 8 deletions
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@ -31,3 +31,5 @@ material/0 = null
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[node name="BoardUI" parent="." instance=ExtResource( 4 )]
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[node name="Cards" type="Spatial" parent="."]
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[node name="Tween" type="Tween" parent="."]
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@ -19,13 +19,9 @@ export var inHand := false
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onready var animation := $Border/AnimationPlayer
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func _mouse_hover():
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if inHand:
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animation.play("focus")
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emit_signal("card_selected")
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func _mouse_blur():
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if inHand:
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animation.play("blur")
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emit_signal("card_unselected")
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func _input_event(camera, event, click_position, click_normal, shape_idx):
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@ -72,6 +68,9 @@ func _input_event(camera, event, click_position, click_normal, shape_idx):
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animation.play("tap")
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exhausted = true
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func reset_transform():
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$Border.transform.origin = Vector3.ZERO
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func _menu_action(id: int):
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match id:
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0: # Flip
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@ -6,7 +6,8 @@
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[ext_resource path="res://MLPAssets/ExampleCard/ff6.jpg" type="Texture" id=4]
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[sub_resource type="BoxShape" id=1]
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extents = Vector3( 0.367502, 0.0309108, 0.49861 )
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margin = 0.001
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extents = Vector3( 0.353, 0.001, 0.481 )
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[sub_resource type="Animation" id=2]
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resource_name = "blur"
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@ -149,7 +150,7 @@ input_capture_on_drag = true
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script = ExtResource( 1 )
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[node name="CollisionShape" type="CollisionShape" parent="."]
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transform = Transform( 1, 0, 0, 0, 1.17955, 0, 0, 0, 1, 0, 0, 0 )
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transform = Transform( 1, 0, 0, 0, 1.17955, 0, 0, 0, 1, 0, 0.000197917, 0 )
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shape = SubResource( 1 )
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[node name="Border" type="MeshInstance" parent="."]
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@ -11,14 +11,25 @@ onready var cards := $Cards
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export var mouseHandThreshold = 0.9
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var holdingCard: Card
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var holdingCard: Card = null
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var focusedCard: Card = null
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var mouseOrigin: Vector2
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var lastCameraTransform: Transform
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func _ready():
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add_card("ff36", 0, true)
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add_card("ff36", 0, true)
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add_card("ff36", 0, true)
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add_card("ff36", 0, true)
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add_card("ff36", 0, true)
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add_card("ff36", 0, true)
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add_card("ff36", 0, true)
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add_card("ff36", 0, true)
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add_card("ff36", 0, true)
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add_card("ff36", 0, true)
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add_card("ff36", 0, false)
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reorder_hand()
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func _input(event: InputEvent):
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# Camera zoom
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@ -52,14 +63,29 @@ func _process(delta: float):
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func _card_picked(card: Card):
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holdingCard = card
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# Fix rotation if coming from hand
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if holdingCard.inHand:
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holdingCard.rotation = Vector3.ZERO
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func _card_dropped(card: Card):
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holdingCard = null
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reorder_hand()
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func _card_selected(card: Card):
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if card.inHand and focusedCard == null:
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focusedCard = card
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card.animation.play("focus")
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func _card_unselected(card: Card):
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if focusedCard == card:
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focusedCard = null
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card.animation.play("blur")
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func reparent(object: Node, from: Node, to: Node):
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from.remove_child(object)
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to.add_child(object)
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object.set_owner(to)
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reorder_hand()
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func add_card(cardID: String, playerID: int, inHand: bool):
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var card := CardTemplate.instance()
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@ -70,9 +96,45 @@ func add_card(cardID: String, playerID: int, inHand: bool):
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card.connect("card_picked", self, "_card_picked", [card])
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card.connect("card_selected", ui, "_card_selected", [card])
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card.connect("card_unselected", ui, "_card_unselected", [card])
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card.connect("card_selected", self, "_card_selected", [card])
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card.connect("card_unselected", self, "_card_unselected", [card])
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card.connect("card_menu", ui, "show_card_menu", [card])
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if inHand:
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# TODO if player != me, put in opponent's hand
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hand.add_child(card)
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else:
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cards.add_child(card)
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const MAX_CARD_DISTANCE := 0.5
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const HAND_SCREEN_PERC := 0.8
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const CARD_ROTATION := 0.03
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const UNITSPERPX := 0.003
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func reorder_hand():
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var cardsInHand: Array = hand.get_children()
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cardsInHand.sort_custom(TransformSorter, "sort")
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var size := cardsInHand.size()
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# Calculate total width of the player's hand and other things
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# This is done in two ways, for small hands, MAX_CARD_DISTANCE is usually used
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# as constant distance between cards, however, as the hand gets larger we don't
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# want them to go offscreen, therefore a "maximum screen %" is used to determine
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# how to fit all the cards within a % of the viewport's width
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var distancePerc := get_viewport().size.x * HAND_SCREEN_PERC * UNITSPERPX / size
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var distance := distancePerc#max(distancePerc, MAX_CARD_DISTANCE)
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var totalWidth := distance * (size-1)
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var minX := -totalWidth/2
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# Iterate over all items, keep track of the index
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var i := 0
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for child in cardsInHand:
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child.transform.origin = Vector3(minX + distance * i, 0.02*i, 0)
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child.rotation = Vector3(0, CARD_ROTATION * (size - i - 1), 0)
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i += 1
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child.reset_transform()
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class TransformSorter:
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static func sort(a, b):
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if a.transform.origin.x < b.transform.origin.x:
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return true
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return false
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