untap/card.gd

194 lines
4.9 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.
enum pivot { ROTATE_0 = 0, ROTATE_90 = 90, ROTATE_180 = 180, ROTATE_270 = 270 }
var current_pivot = pivot.ROTATE_0
# Card information.
var card_id: String
var card_name: String
var card_type: String
var oracle_text: String
# Card properties.
var tapped = false
# Card input state.
var is_focused = false # Is the card a focus?
var is_dragging = false # Is the card currently being dragged?
var delay = 5.0
var mouse_offset: Vector2
func _pivot() -> int:
var deg: int
match current_pivot:
pivot.ROTATE_0:
deg = 0
pivot.ROTATE_90:
deg = 90
pivot.ROTATE_180:
deg = 180
pivot.ROTATE_270:
deg = 270
return deg
func _physics_process(delta: float) -> void:
# TODO: Export handling keypresses to its own area.
if is_focused and Input.is_action_just_pressed("MAIN"):
tapped = not tapped
current_pivot = pivot.ROTATE_90 if tapped else pivot.ROTATE_0
var tween = create_tween()
tween.tween_property(self, "rotation_degrees", current_pivot, delta * delay)
_tweening(delta)
func _tweening(delta: float) -> void:
# NOTE: Constant tweens include:
# - When dragging, new tween is created each physics_process frame to move the card to the new mouse location.
if is_dragging:
var tween = create_tween()
tween.tween_property(
self, "position", get_global_mouse_position() - mouse_offset, delay * delta
)
func _on_input_event(viewport: Node, event: InputEvent, shape_idx: int) -> void:
if event is not InputEventMouseButton:
return
match event.button_index:
# MOUSE BUTTONS
MOUSE_BUTTON_LEFT:
if event.pressed:
Input.set_default_cursor_shape(Input.CURSOR_DRAG)
mouse_offset = get_global_mouse_position() - global_position
is_dragging = true
else:
Input.set_default_cursor_shape(Input.CURSOR_POINTING_HAND)
is_dragging = false
MOUSE_BUTTON_RIGHT:
# TODO: Tooltip menu for right-button clicking on cards.
pass
func _on_mouse_entered() -> void:
# Do not care about mouse entering if we're dragging the card.
if is_dragging:
return
Input.set_default_cursor_shape(Input.CURSOR_POINTING_HAND)
var tween = create_tween()
var focus_scale = Vector2(1.05, 1.05)
tween.tween_property(self, "scale", focus_scale, 0.1)
is_focused = true
func _on_mouse_exited() -> void:
# Do not care about mouse exiting if we're dragging the card.
if is_dragging:
return
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
var tween = create_tween()
tween.tween_property(self, "scale", Vector2.ONE, 0.1)
is_focused = false
func travel_to(position: Vector2) -> Error:
# TODO: Check whether position to travel to is within the confines of where this card can go.
return OK
# func _unhandled_key_input(event: InputEvent) -> void:
# if not event.is_action_pressed("default_action"):
# return
# set_pivot_offset(size / 2)
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.")
# set_pivot_offset(size / 2)
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