Refactor functions to board
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c2ace7f531
commit
d307f49194
4 changed files with 58 additions and 43 deletions
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@ -8,6 +8,8 @@ signal card_picked()
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signal card_dropped()
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signal card_dropped_anim()
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signal card_menu()
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signal card_moved(origin, direction, t)
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signal card_clicked()
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var clicked := false
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var exhausted := false
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@ -21,6 +23,7 @@ var zoneName = ""
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var cardMat = preload("res://MLPAssets/Placeholders/CardMat.tres")
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var ready = false
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onready var border := $CardModel/Border
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onready var animation := $CardModel/Border/AnimationPlayer
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onready var handanim := $CardModel/Border/HandAnimPlayer # Hack to get hand animations off the main queue
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onready var cardImage := $CardModel/Border/CardImage
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@ -52,35 +55,15 @@ func _input_event(camera, event, click_position, click_normal, shape_idx):
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lifted = true
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var origin: Vector3 = camera.project_ray_origin(event.position)
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var direction: Vector3 = camera.project_ray_normal(event.position)
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if flipped:
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$CardModel/Border.translation = Vector3(0, 0.01, 0)
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$CardModel/Border.rotation = Vector3(0, 0, PI)
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else:
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$CardModel/Border.translation = Vector3.ZERO
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$CardModel/Border.rotation = Vector3.ZERO
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if inHand:
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translation = Vector3(direction.x * 3.0, 0.25, -0.25)
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# Fix rotation if coming from hand
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rotation = Vector3.ZERO
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elif inZone:
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translation = Vector3.ZERO
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rotation = Vector3.ZERO
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else:
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var denom := Vector3.UP.dot(direction)
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var t: float = (-camera.transform.origin).dot(Vector3.UP) / denom;
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translation = origin + direction * t
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# Rotate depending on what side of the board it is
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if translation.z < 0:
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rotation.y = PI
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else:
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rotation.y = 0
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var denom := Vector3.UP.dot(direction)
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var t: float = (-camera.transform.origin).dot(Vector3.UP) / denom;
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emit_signal("card_moved", origin, direction, t)
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# Right click
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if event is InputEventMouseButton and event.pressed and event.button_index == BUTTON_RIGHT:
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# Show menu
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emit_signal("card_menu")
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# 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
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clicked = event.pressed
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@ -92,22 +75,7 @@ func _input_event(camera, event, click_position, click_normal, shape_idx):
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# Check double click
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if event.doubleclick and not inHand and not lifted and not animation.is_playing():
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if exhausted:
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animation.queue("tap-back")
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exhausted = false
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else:
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animation.queue("tap")
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exhausted = true
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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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if flipped:
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animation.queue("flip-back")
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flipped = false
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else:
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animation.queue("flip")
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flipped = true
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emit_signal("card_clicked")
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func _check_drop_anim(anim_name):
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if anim_name == "drop":
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@ -49,6 +49,9 @@ func pop_card() -> Card:
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card.flipped = false
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return card
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func stack_size():
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return cards.size()
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const CARD_DISTANCE = 0.005
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func reorder_cards():
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@ -142,7 +142,49 @@ func _card_selected(card: Card):
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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.handanim.play("blur")
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if card.inHand:
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card.handanim.play("blur")
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func _card_moved(origin: Vector3, direction: Vector3, t: float, card: Card):
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if card.flipped:
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card.border.translation = Vector3(0, 0.01, 0)
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card.border.rotation = Vector3(0, 0, PI)
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else:
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card.border.translation = Vector3.ZERO
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card.border.rotation = Vector3.ZERO
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if card.inHand:
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card.translation = Vector3(direction.x * 3.0, 0.25, -0.25)
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# Fix rotation if coming from hand
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card.rotation = Vector3.ZERO
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elif card.inZone:
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card.translation = Vector3.ZERO
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card.rotation = Vector3.ZERO
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else:
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card.translation = origin + direction * t
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# Rotate depending on what side of the board it is
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if card.translation.z < 0:
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card.rotation.y = PI
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else:
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card.rotation.y = 0
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func _card_clicked(card: Card):
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if card.exhausted:
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card.animation.queue("tap-back")
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card.exhausted = false
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else:
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card.animation.queue("tap")
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card.exhausted = true
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func _card_menu_action(id: int, card: Card):
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match id:
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0: # Flip
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if card.flipped:
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card.animation.queue("flip-back")
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card.flipped = false
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else:
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card.animation.queue("flip")
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card.flipped = true
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func reparent(object: Node, from: Node, to: Node):
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from.remove_child(object)
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@ -162,7 +204,9 @@ func add_card(cardID: String, playerID: int, zone: String):
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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_dropped_anim", self, "check_hand_drop", [card])
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card.connect("card_menu", ui, "show_card_menu", [card])
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card.connect("card_moved", self, "_card_moved", [card])
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card.connect("card_menu", ui, "show_card_menu", [card, self, "_card_menu_action"])
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card.connect("card_clicked", self, "_card_clicked", [card])
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if card.inHand:
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# TODO support for >2 players
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if playerID == 0:
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@ -13,7 +13,7 @@ func _card_selected(card: Card):
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func _card_unselected(card: Card):
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animation.play_backwards("fade ui card")
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func show_card_menu(card):
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func show_card_menu(card: Card, cbobj: Object, cbfn):
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# Close any open menus
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if menu != null:
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menu.queue_free()
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@ -32,6 +32,6 @@ func show_card_menu(card):
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menu.add_item("Set Cutie-Marked", 2)
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menu.add_item("Add color", 3)
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menu.add_item("Add marker", 4)
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menu.connect("id_pressed", card, "_menu_action")
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menu.connect("id_pressed", cbobj, cbfn, [card])
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add_child(menu)
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menu.popup(Rect2(get_viewport().get_mouse_position(), Vector2(150,10)))
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