extends Sprite # Declare member variables here. Examples: # var a = 2 # var b = "text" var snapped = false #when snapped if true crosshair stops following mouse # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. func _physics_process(delta): if snapped == false: position += (get_global_mouse_position() - position)/10 func _input(event): # Check if left click is being clicked and the sprite is visible (i.e only checks for inputs after ship positions are confirmed) if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and visible == true: # Locks the position of the crosshair with left click if validate_position(position) == true: # rounds the board position to the nearest integer snapped = true position.x = int(round(world_to_board_space(position).x)) position.y = int(round(world_to_board_space(position).y)) position = board_to_world_space(position) # Check if left click is being clicked and the sprite is visible (i.e only checks for inputs after ship positions are confirmed) if event is InputEventMouseButton and event.button_index == BUTTON_RIGHT and visible == true: # Unlocks the position of the crosshair with right click snapped = false func validate_position(vector): # rounds the board position to the nearest integer var boardx = int(round(world_to_board_space(vector).x)) var boardy = int(round(world_to_board_space(vector).y)) # Checks if the board position is within bounds of the board if boardx < 11 and boardx > 0 and boardy < 11 and boardy > 0: # changes the position of the crosshair return true else: # unlocks the crosshair if not within bounds return false # Convert the world-space coordinates to positions on the board func world_to_board_space(vector): # Do math var res = (vector - offset) / 32 # Basically Fahrenheit/Celcius conversion, but in 2D return res # Inverse of the above function. func board_to_world_space(vector): # Do math var res = (vector * 32) + offset #Invert the above function return res #Truncate decimals # Called every frame. 'delta' is the elapsed time since the previous frame. #func _process(delta): # pass