73 lines
1.9 KiB
GDScript
73 lines
1.9 KiB
GDScript
extends Node
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var card: Node
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func _ready() -> void:
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card = get_parent()
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if _load_card() != 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(
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"user://card_cache/" + card.card_info["id"] + "/card.json"
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)
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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.card_info["name"] = card_json["name"]
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card.card_info["type"] = card_json["type_line"]
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card.card_info["desc"] = 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.card_info["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 = card.colission_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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var card_sprite = card.get_node("Sprite2D")
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card_sprite.texture = image_texture
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return OK
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