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Boat-Battle/godot_ship/script/game/Gameplay/Crosshair.gd
2021-11-12 18:07:37 -06:00

60 lines
2.2 KiB
GDScript3

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