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mirror of https://github.com/JohnBreaux/Boat-Battle.git synced 2024-11-15 05:25:57 +00:00
Boat-Battle/godot_ship/script/game/Gameplay/Crosshair.gd

59 lines
2.3 KiB
GDScript

extends Sprite
var snapped = false #when snapped if true crosshair stops following mouse
const world_offset = Vector2(36,36)
# Called when the node enters the scene tree for the first time.
func _ready():
# Move the cursor to 0,0
position = board_to_world_space(Vector2(-2,-2))
pass # Replace with function body.
func _physics_process(_delta):
var mousePos = get_global_mouse_position()
# If the cursor is not snapped, and the mouse is over the board
if snapped == false and validate_position(mousePos):
# Snap the crosshair to the grid, but following the mouse
position = (mousePos - world_offset).snapped(Vector2(32,32)) + world_offset
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 and not event.is_pressed():
# Make a noise
AudioBus.emit_signal("button_clicked")
# Locks the position of the crosshair with left click release
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)
elif event is InputEventMouseButton and event.button_index == BUTTON_LEFT and visible == true:
# Unlocks the position of the crosshair with left click
snapped = false
func validate_position(vector):
# rounds the board position to the nearest integer
var board = world_to_board_space(vector)
# Checks if the board position is within bounds of the board
if board.x < 9.5 and board.x >= -0.5 and board.y < 9.5 and board.y >= -0.5:
# 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 - world_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) + world_offset #Invert the above function
return res #Truncate decimals