untap/scenes/card/card.gd
2025-04-28 01:54:10 -04:00

148 lines
3.7 KiB
GDScript

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