133 lines
3.3 KiB
GDScript
133 lines
3.3 KiB
GDScript
extends Node2D
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## The card class
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##
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## Represents an instance of a card to be displayed on the tabletop.
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## Contains helper text for the text, the cards ID, and the image path.
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# Card information.
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var card_id: String
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var card_name: String
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var card_type: String
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var oracle_text: String
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# Card properties.
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var tapped: bool
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# Card input state.
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var hovered: bool # Is the mouse currently on this card?
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var dragging: bool # Is the card currently being dragged?
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var focused: bool # Is this card currently a focus?
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var mouse_offset: Vector2
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func init(id: String) -> void:
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card_id = id
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# This is called when we want to apply the behaviour of the mouse being
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# inside/outside the card when we can't trigger the enter/exit triggers.
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func check_hover() -> void:
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if hovered:
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_on_mouse_entered()
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else:
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_on_mouse_exited()
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func _physics_process(delta: float) -> void:
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focused = hovered or dragging
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$InputHandler.handle_inputs(delta)
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$TweenController.handle_constant_tweens(delta)
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func _on_mouse_entered() -> void:
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hovered = true
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# Do not apply any more effects if we're dragging the card.
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if dragging:
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return
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Input.set_default_cursor_shape(Input.CURSOR_POINTING_HAND)
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$TweenController.scale(1.05)
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func _on_mouse_exited() -> void:
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hovered = false
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# Do not apply any more effects if we're dragging the card.
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if dragging:
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return
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Input.set_default_cursor_shape(Input.CURSOR_ARROW)
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$TweenController.scale(1.0)
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func _card_error(error_type: String) -> String:
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return "ERROR::CARD::%s::%s::%s::\n" % [card_id, card_name, error_type]
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func _ready() -> void:
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var load_status = _load_card()
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if load_status != OK:
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# TODO: No need to push another error as the failure state of loading does that already,
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# if the card is not cached, perhaps a placeholder blank card can be used instead?
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# Setting that up can be put here later...
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push_error("Failed to load card.")
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func _load_card() -> Error:
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if _load_data() != OK:
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return FAILED
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if _load_image() != OK:
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return FAILED
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return OK
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func _load_data() -> Error:
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var cached_json = FileAccess.get_file_as_string("user://card_cache/" + card_id + "/card.json")
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if cached_json.is_empty():
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push_error("%s\nCard json data was not found in cache" % _card_error("CACHE"))
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return FAILED
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var card_json = JSON.parse_string(cached_json)
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if card_json == null:
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push_error("%s\nCard json data is could not be parsed as valid json" % _card_error("DATA"))
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return FAILED
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card_name = card_json["name"]
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card_type = card_json["type_line"]
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oracle_text = card_json["oracle_text"]
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return OK
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func _load_image() -> Error:
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# NOTE: Assuming we're going with using the .png cards on board.
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var cached_img = FileAccess.get_file_as_bytes("user://card_cache/" + card_id + "/card.png")
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if cached_img.is_empty():
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push_error("%sCard on-board image was not found in cache" % _card_error("CACHE"))
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return FAILED
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var image = Image.new()
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var image_status: Error = image.load_png_from_buffer(cached_img)
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if image_status != OK:
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push_error("%sCard on-board image failed to load correctly" % _card_error("IMAGE"))
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return FAILED
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var size = $Area2D/CollisionShape2D.shape.size
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image.resize(int(size.x), int(size.y), Image.INTERPOLATE_LANCZOS)
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var image_texture = ImageTexture.new()
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image_texture.set_image(image)
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$Sprite2D.texture = image_texture
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return OK
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