StickerClone/core/Cursor.gd

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GDScript3
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extends Node2D
var spaceState
var query : PhysicsPointQueryParameters2D
var CastResult : Array
var hoveredObjects : Array
var hoveredObject
var hoveredSticker
var grabbedSticker
enum CURSOR_STATE {DEFAULT, CLICK, GRAB, GRABBED}
var currentCursorState:CURSOR_STATE = CURSOR_STATE.DEFAULT
var oldCursorState:CURSOR_STATE = CURSOR_STATE.DEFAULT
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var cursorPlaying:bool
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# Called when the node enters the scene tree for the first time.
func _ready():
if not OS.is_debug_build():
Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)
query = PhysicsPointQueryParameters2D.new()
spaceState = get_world_2d()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
#region Cursor Position
position = get_global_mouse_position()
#endregion
pointcast()
cursor_look()
func isSticker(selectedObject:Node):
var _isSticker:bool = false
var _tags = getTags(selectedObject)
if (_tags.size() > 0):
if (_tags.find("sticker") != -1):
_isSticker = true
return _isSticker
func getTags(selectedObject:Node):
var _tags: Array
if (selectedObject.has_meta("tags")):
_tags = selectedObject.get_meta("tags")
return _tags
else:
printerr("no tags inside %",selectedObject)
return _tags
func pointcast():
resetCast()
query.collide_with_areas = true
query.position = get_global_mouse_position()
CastResult = spaceState.direct_space_state.intersect_point(query)
# CastResult is not reliable. Objects are added randomly in the array
# so we need to filter/sort the trace result
if ( CastResult.size() > 0 and (grabbedSticker == null)):
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#region Fill HoveredObjects
for _object in CastResult:
if(_object.collider.input_pickable == true):
hoveredObjects.append(_object.collider.get_parent())
#endregion
if (hoveredObjects.size() > 0):
if (hoveredObjects.size() >= 2):
sortByPosY(hoveredObjects,false)
if (hoveredObjects[0] != hoveredObject):
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if (hoveredObject and hoveredObject.has_method("on_unhover")):
hoveredObject.on_unhover()
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hoveredObject = hoveredObjects[0]
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if (hoveredObject and hoveredObject.has_method("on_hover")):
hoveredObject.on_hover()
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print("Current hovered object :", hoveredObject)
if (isSticker(hoveredObject)):
hoveredSticker = hoveredObject
print("Current hovered sticker :", hoveredSticker)
else:
hoveredSticker = null
else:
resetCast(true)
else:
resetCast(true)
func resetCast(bFull = false):
CastResult.clear()
hoveredObjects.clear()
if bFull:
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if (hoveredObject and hoveredObject.has_method("on_unhover")):
hoveredObject.on_unhover()
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hoveredObject = null
hoveredSticker = null
func sortByPosY(objects: Array, ascending_order: bool = true):
var _tempArray :Array
_tempArray = objects
# Inline comparison function
_tempArray.sort_custom(comparePosY)
# Reverse if descending order is required
if not ascending_order:
_tempArray.reverse()
objects = _tempArray
func comparePosY(a, b):
#print("Compare ",a," at ",a.position.y, " and ",b," at ",b.position.y )
return a.position.y < b.position.y
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func _input(rawInputEvent:InputEvent):
if (rawInputEvent.is_action_pressed("select")):
cursorClick()
$GrabTimer.start()
if (rawInputEvent.is_action_released("select")):
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$GrabTimer.stop()
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if (grabbedSticker):
grab_end()
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func grab_start():
if (hoveredSticker):
grabbedSticker = hoveredSticker
print("Grabbed ", grabbedSticker)
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func grab_end():
grabbedSticker.on_released()
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print("stopg grabbin at ",query.position )
DebugDraw.points.append(query.position)
DebugDraw.drawPoints()
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#TODO: Drop the sticker or maybe he will auto-drop ?
grabbedSticker = null
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func cursorClick():
if (hoveredObject and hoveredObject.has_method("on_click")):
hoveredObject.on_click()
func cursor_look():
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if (currentCursorState != oldCursorState):
oldCursorState = currentCursorState
match oldCursorState:
CURSOR_STATE.DEFAULT:
$AnimatedSprite2D.play("default")
CURSOR_STATE.CLICK:
$AnimatedSprite2D.play("click")
CURSOR_STATE.GRAB:
$AnimatedSprite2D.play("grab_intro")
CURSOR_STATE.GRABBED:
$AnimatedSprite2D.play("grab")
func _on_grab_timer_timeout():
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grab_start()
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func _on_animated_sprite_2d_animation_changed():
cursorPlaying = true
func _on_animated_sprite_2d_animation_finished():
cursorPlaying = false