153 lines
No EOL
4.7 KiB
GDScript
153 lines
No EOL
4.7 KiB
GDScript
extends Spatial
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class_name Board
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onready var CardTemplate := preload("res://Scenes/Components/Card.tscn")
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onready var camera := $Camera
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onready var hand := $Camera/Hand
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onready var ui := $BoardUI
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onready var cards := $Cards
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export var mouseHandThreshold = 0.85
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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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if event.is_action("zoom_in"):
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camera.zoom(true)
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elif event.is_action("zoom_out"):
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camera.zoom(false)
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# Save original camera and mouse position before panning
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if event.is_action_pressed("pan"):
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mouseOrigin = get_viewport().get_mouse_position()
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lastCameraTransform = camera.transform
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func _process(delta: float):
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# If mouse is under a certain area then we're managing our hand
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var absMousePos := get_viewport().get_mouse_position()
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# If panning, translate mouse delta to camera delta
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if Input.is_action_pressed("pan"):
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var mouseDelta := absMousePos - mouseOrigin
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var mousePos: Vector2 = mouseDelta * 0.0096 * (1-camera.get_zoom()/5) # Magic numbers everywhere
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camera.transform.origin = lastCameraTransform.origin - Vector3(mousePos.x, 0, mousePos.y)
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# If holding a card, move it between board/hand
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if holdingCard != null:
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var relPos: float = absMousePos.y / get_viewport().size.y
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var selectingHand: bool = relPos > mouseHandThreshold
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if selectingHand and not holdingCard.inHand:
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holdingCard.inHand = true
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call_deferred("reparent", holdingCard, cards, hand)
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elif not selectingHand and holdingCard.inHand:
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holdingCard.inHand = false
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call_deferred("reparent", holdingCard, hand, cards)
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func _card_picked(card: Card):
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holdingCard = card
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holdingCard.animation.play("lift")
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func _card_dropped(card: Card):
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if card.inHand:
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card.animation.play("drop")
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else:
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card.animation.play_backwards("lift")
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holdingCard = null
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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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card.cardID = cardID
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card.playerID = playerID
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card.inHand = inHand
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card.connect("card_dropped", self, "_card_dropped", [card])
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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_dropped_anim", self, "check_hand_drop", [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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func check_hand_drop(card: Card):
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# Re-order hand as soon as the animation is over
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if card.inHand:
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card.reset_transform()
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reorder_hand()
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const MAX_CARD_DISTANCE := 0.5
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const HAND_SCREEN_PERC := 0.6
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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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# Check if we have nothing to order
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if size < 1:
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return
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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 := min(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.tween_move_to(Vector3(minX + distance * i, 0.02*i, -0.005*i))
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child.tween_rotate(Vector3(0, CARD_ROTATION * (size/2.0 - i), 0))
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i += 1
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child.reset_transform()
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child.tween()
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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 |