StickerClone/core/Cursor.gd
Lucas Peter 79a577272a
update sticker code
Rework code, make sticker a Area2D Node that handle all sticker logic
2024-07-31 12:21:17 +02:00

165 lines
5.1 KiB
GDScript

extends Node2D
var spaceState:World2D
var query : PhysicsPointQueryParameters2D
var CastResult : Array
var hoveredColliders : Array
var hoveredCollider:CollisionObject2D
var hoveredStickerNode:Sticker
var grabbedStickerNode:Sticker
var grabbedStickerOffset:Vector2
enum CURSOR_STATE {DEFAULT, CLICK, GRAB, GRABBED}
var currentCursorState:CURSOR_STATE = CURSOR_STATE.DEFAULT
var oldCursorState:CURSOR_STATE = CURSOR_STATE.DEFAULT
var cursorPlaying:bool
# 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()
if (grabbedStickerNode != null):
grabbedStickerNode.get_parent().position = grabbedStickerOffset+get_global_mouse_position()
func pointcast():
resetCast()
query.collide_with_areas = true
query.collide_with_bodies = false
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 (grabbedStickerNode == null)):
#region Fill hoveredColliders
for _object in CastResult:
if(_object.collider.input_pickable == true):
hoveredColliders.append(_object.collider) #Get the object that have the collision
#endregion
if (hoveredColliders.size() > 0):
if (hoveredColliders.size() >= 2):
sortByPosY(hoveredColliders,false)
if (hoveredColliders[0] != hoveredCollider):
$GrabTimer.stop()
if (hoveredCollider and hoveredCollider.has_method("on_unhover")):
hoveredCollider.on_unhover()
hoveredCollider = hoveredColliders[0]
if (hoveredCollider and hoveredCollider.has_method("on_hover")):
hoveredCollider.on_hover()
print("Current hovered object :", hoveredCollider)
if (Global.isSticker(hoveredCollider)):
hoveredStickerNode = hoveredCollider
print("Current hovered sticker :", hoveredStickerNode)
else:
hoveredStickerNode = null
else:
resetCast(true)
else:
resetCast(true)
func resetCast(bFull = false):
CastResult.clear()
hoveredColliders.clear()
if bFull:
if (hoveredCollider != null and hoveredCollider.has_method("on_unhover") and (hoveredCollider != grabbedStickerNode)):
hoveredCollider.on_unhover()
hoveredCollider = null
hoveredStickerNode = null
## Sort objects by parent's Y position
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.get_parent().position.y < b.get_parent().position.y #Sticker are always at 0, so we need parent position
func _input(rawInputEvent:InputEvent):
if (rawInputEvent.is_action_pressed("select")):
cursorClick()
$GrabTimer.start()
if (rawInputEvent.is_action_released("select")):
$GrabTimer.stop()
if (grabbedStickerNode != null):
grab_end()
func grab_start():
if (hoveredStickerNode and grabbedStickerNode == null):
grabbedStickerNode = hoveredStickerNode
print("Grabbed ", grabbedStickerNode)
grabbedStickerOffset = grabbedStickerNode.get_parent().position - get_global_mouse_position()
print("offset =", grabbedStickerOffset, " Stickpos:",grabbedStickerNode.get_parent().position,"-",get_global_mouse_position() )
if (grabbedStickerNode.has_method("on_grab")):
grabbedStickerNode.on_grab(grabbedStickerOffset)
func grab_end():
if (grabbedStickerNode.has_method("on_released")):
grabbedStickerNode.on_released()
print("stopg grabbin at ",query.position )
DebugDraw.points.append(query.position)
DebugDraw.drawPoints()
grabbedStickerNode = null
func cursorClick():
if (hoveredCollider and hoveredCollider.has_method("on_click")):
hoveredCollider.on_click()
func cursor_look():
if (grabbedStickerNode ):
currentCursorState = CURSOR_STATE.GRABBED
elif (hoveredStickerNode):
if ($GrabTimer and !($GrabTimer.is_stopped())):
currentCursorState = CURSOR_STATE.GRABBED
else:
currentCursorState = CURSOR_STATE.GRAB
elif ($GrabTimer and !($GrabTimer.is_stopped())):
currentCursorState = CURSOR_STATE.CLICK
else:
currentCursorState = CURSOR_STATE.DEFAULT
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():
grab_start()
func _on_animated_sprite_2d_animation_changed():
cursorPlaying = true
func _on_animated_sprite_2d_animation_finished():
cursorPlaying = false