130 lines
No EOL
3.8 KiB
GDScript
130 lines
No EOL
3.8 KiB
GDScript
extends Area
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class_name Card
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signal card_selected()
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signal card_unselected()
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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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var lifted := false
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var flipped := false
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var cardID := "" setget set_cardid
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var playerID := 0
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var inHand := false
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var inZone := false
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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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onready var texture: Texture = cardImage.get_surface_material(0)
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func set_cardid(val: String):
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cardID = val
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if ready:
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Remote.fetch(Remote.IMGURL + val + ".webp", self, "_card_fetched")
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func _ready():
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Remote.fetch(Remote.IMGURL + cardID + ".webp", self, "_card_fetched")
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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")
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# 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:
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if not lifted:
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emit_signal("card_picked")
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# Disable input for now
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input_ray_pickable = false
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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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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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# Check for card dropped
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if not clicked and lifted:
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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
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if event.doubleclick and not inHand and not lifted and not animation.is_playing():
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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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emit_signal("card_dropped_anim")
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# warning-ignore:unused_argument
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func _card_fetched(result: int, response_code: int, headers: PoolStringArray, body: PoolByteArray):
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assert(result == HTTPRequest.RESULT_SUCCESS)
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var img = Image.new()
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var err = img.load_webp_from_buffer(body)
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assert(err == OK)
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# Depending if card pic is a problem or not, rotate the card image mesh
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if img.get_width() > img.get_height():
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cardImage.scale = Vector3(0.45,1,0.319)
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cardImage.rotation.y = PI/2
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else:
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cardImage.scale = Vector3(0.319,1,0.45)
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cardImage.rotation.y = 0
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var mat = cardMat.duplicate()
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texture = ImageTexture.new()
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texture.create_from_image(img)
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mat.albedo_texture = texture
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cardImage.set_surface_material(0, mat)
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func tween_move_to(targetPos: Vector3, duration: float = 0.1):
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$Tween.interpolate_property(self, "translation",
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translation, targetPos, duration,
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Tween.TRANS_CUBIC, Tween.EASE_IN_OUT)
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func tween_rotate(targetRot: Vector3, duration: float = 0.1):
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$Tween.interpolate_property(self, "rotation",
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rotation, targetRot, duration,
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Tween.TRANS_CUBIC, Tween.EASE_IN_OUT)
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func tween():
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$Tween.start()
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func disableInput():
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$CollisionShape.disabled = true
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func enableInput():
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$CollisionShape.disabled = false
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func clickable() -> bool:
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#TODO Better control over if a card can be taken or not
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if playerID == 0:
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return true
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return false
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func reset_transform():
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$CardModel.translation = Vector3.ZERO
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$CardModel.rotation = Vector3.ZERO |