oh-my-git/scenes/card.gd
blinry 38faac5485 Make drop areas react to collision with "cursor" scene
This is a preparation to allow drop areas on GUI elements.
2020-11-07 14:08:15 +01:00

136 lines
3.3 KiB
GDScript

extends Node2D
var hovered = false
var dragged = false
var drag_offset
export var id = "" setget set_id
export var command = "" setget set_command
export var description = "" setget set_description
export var energy = 0 setget set_energy
var _first_argument = null
var _home_position = null
var _home_rotation = null
onready var energy_label = $Sprite/Energy
func _ready():
set_process_unhandled_input(true)
set_energy(energy)
func _process(delta):
if game.energy >= energy:
energy_label.modulate = Color(0.5, 1, 0.5)
else:
energy_label.modulate = Color(1, 1, 1)
modulate = Color(1, 0.5, 0.5)
if dragged:
var mousepos = get_viewport().get_mouse_position()
global_position = mousepos - drag_offset
var target_scale = 1
if hovered and not dragged:
target_scale = 1.5
scale = lerp(scale, Vector2(target_scale, target_scale), 10*delta)
func _unhandled_input(event):
if event is InputEventMouseButton:
if event.button_index == BUTTON_LEFT and event.pressed and hovered:
dragged = true
game.dragged_object = self
_turn_on_highlights()
$PickupSound.play()
drag_offset = get_viewport().get_mouse_position() - global_position
get_tree().set_input_as_handled()
modulate.a = 0.5
elif event.button_index == BUTTON_LEFT and !event.pressed and dragged:
dragged = false
game.dragged_object = null
_turn_off_highlights()
modulate.a = 1
if "[" in command:
move_back()
else:
try_play(command)
func _turn_on_highlights():
var arg_regex = RegEx.new()
arg_regex.compile("\\[(.*)\\]")
var m = arg_regex.search(command)
if m:
var types = Array(m.get_string(1).split(","))
for type in types:
for area in get_tree().get_nodes_in_group("drop_areas"):
area.highlight(type.strip_edges())
func _turn_off_highlights():
for area in get_tree().get_nodes_in_group("drop_areas"):
area.highlighted = false
func _mouse_entered():
hovered = true
z_index = 1
func _mouse_exited():
hovered = false
z_index = 0
func set_command(new_command):
command = new_command
$Label.text = command
func set_description(new_description):
description = new_description
$Description.text = description
func set_energy(new_energy):
energy = new_energy
if energy_label:
energy_label.text = str(energy)
func set_id(new_id):
id = new_id
var texture = load("res://cards/%s.svg" % new_id)
if texture:
$Image.texture = texture
func move_back():
position = _home_position
rotation_degrees = _home_rotation
$ReturnSound.play()
func dropped_on(other):
if "[" in command:
var argument
if other.type == "file":
argument = other.label
else:
argument = other.id
if (command.begins_with("git checkout") or command.begins_with("git rebase")) and argument.begins_with("refs/heads"):
argument = Array(argument.split("/")).pop_back()
var arg_regex = RegEx.new()
arg_regex.compile("\\[(.*)\\]")
var full_command = arg_regex.sub(command, argument)
try_play(full_command)
func try_play(full_command):
if game.energy >= energy:
var terminal = $"../../../..".terminal
terminal.send_command(full_command)
#yield(terminal, "command_done")
$PlaySound.play()
var particles = preload("res://scenes/card_particles.tscn").instance()
particles.position = position
get_parent().add_child(particles)
move_back()
game.energy -= energy
else:
move_back()