extends RigidBody2D var held = false var originalPos # Position before moving the ship var snapOriginalPos = false # Gets the original position var vertical = true # Gets ship which is either vertical or horizonal var startingPos # Starting position of ships before being placed var mousePos # Ships are all named starting with their length, # So we cast from string to int, on the ship name, and get the length onready var ship_length = int(name) var collision = false # Called when the node enters the scene tree for the first time. func _ready(): mode = MODE_KINEMATIC # Snap the ships to the grid, so the engine won't get mad when they're moved away from the starting position every frame position = (position - offset).snapped(Vector2(32, 32)) + offset startingPos = position var _trash # Connect to my own signals, and not the signals of my fellowships # PLEASE don't parameterize; there's no way to tell these signals apart with the args the engine provides. _trash = connect("body_entered", self, "ship_stacked") _trash = connect("body_exited", self, "ship_unstacked") # Radius of the "knob" on the center of each ship var click_radius = 16 func _input(event): if event is InputEventMouseButton and event.button_index == BUTTON_LEFT: if (event.position - position).length() < click_radius: if not held and event.pressed: AudioBus.emit_signal("button_clicked") pickup() if held and not event.pressed: drop() # Convert the center of this piece to board-space var bs_position = world_to_board_space(position) # Check whether the piece is within half a board-space of the grid (-0.5, 9.5) if not (bs_position.x > -0.5 and bs_position.x < 9.5 and bs_position.y > -0.5 and bs_position.y < 9.5): # if not (position.x > 17.4 and position.x < 335.5) and (position.y > 20.2 and position.y < 335.5): if originalPos != null: collision = true rotation = 0 vertical = true if event is InputEventMouseMotion and held: if snapOriginalPos == false: originalPos = position snapOriginalPos = true # Save the moise position, so _physics_process can use it mousePos = event.position; if event.is_action_pressed("ui_rotate"): if held: return if checkOriginalPos(): return else: AudioBus.emit_signal("button_clicked") if originalPos == null: if position == originalPos: return elif(event.position - position).length() < click_radius: # Rotation has been moved to _physics_process, # as per recommendation of godot_engine.org #rotation = (-PI/2) vertical = not vertical # Offset from the corner of the screen to the corner of the board const offset = Vector2(36, 36) # The previous verticality of the object var prev_vertical = true # The previous position of the object var prev_position = Vector2(0,0) # The number of frames after an object is released to check for physics updates var released = 0 # _physics_process: called in place of the physics processor # Checks collision and updates the position and rotation of the object func _physics_process(_delta): # calculate whether the piece has been rotated or moved var rotated = prev_vertical != vertical var moved = prev_position != position # If the piece is held, move it to the mouse: if held and mousePos and mousePos != position: position = mousePos mousePos = null # Snap it to the grid if not held (and previously moved) if not held and moved: position = (position - offset).snapped(Vector2(32, 32)) + offset prev_position = position # Check collisions after released, reset if colliding if collision and released: position = startingPos # If it's been moved or rotated, snap it to the board if released or rotated: # check whether the ends of the piece are within the board var linear_move = check_extents(position, vertical, ship_length) # if not, move them back inside if linear_move: if vertical: position += 32 * Vector2(0, linear_move) else: position += 32 * Vector2(linear_move, 0) pass # Rotate if the piece needs to be rotated if rotated: prev_vertical = vertical rotation = -PI/2 * int(not vertical) # int(true) == 1, int(false) == 0 # Count down the number of physics timesteps left until the piece can stop processing if released > 0: released = released - 1 func pickup(): if not held: raise() # Render this ship on top of other ships held = true # mark it as held collision = false # Assume we're not colliding by default func drop(): if held: released = 1 # mark the node as released held = false # mark the node as not held snapOriginalPos = false func checkOriginalPos(): return position == startingPos # Called when *this* ship collides with another ship func ship_stacked(_body): collision = true # Called when *this* ship stops colliding with another ship func ship_unstacked(_body): collision = false # Calculate the extents (front to back) of the ship and check whether they're on the board # Returns how many squares to move the ship along its orientation axis (positive or negative) func check_extents(center, orientation, length): center = world_to_board_space(center) # Convert to board-space (0-10) print("Center: ", center) # Calculate the position of the front of the ship # Orientation is true when the ship is vertical var bow = vectorget(center, orientation) - floor((length - 1) / 2) print("Bow: ", bow) # if out of bounds, return how much to move the ship by if bow < 0: print("return: ", -bow) return -bow # Calculate the position of the rear of the ship var stern = vectorget(center, orientation) + floor(length / 2) print("Stern: ", stern) # If out of bounds, return how much to move the ship by if stern >= 10: print("return: ", -(stern - 9)) return -(stern - 9) print("return: ", 0) return 0 # Convert the world-space coordinates to positions on the board func world_to_board_space(vector): # Do math var res = (vector - offset) / 32 # Subtract the distance between the screen corner and square (0,0) 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 # index a Vector2 like an array # Why is this needed? # So we can discard the unimportant axis! (a ship is always 1 unit wide!) func vectorget(vector, axis): if axis: return vector.y else: return vector.x