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class_name BuilderObject
extends Node2D
var is_colliding = false
var is_dragging = false
var is_rotating = false
var mouse_offset = Vector2(0,0)
var last_position = null
var rotation_offset_angle = 0
var last_rotation = 0
# todo: if is focused via click, show rotation picker in edge
func _ready():
$CollisionShape.texture.width = $Area2D/CollisionShape2D.shape.size.x
func _process(_delta):
if is_dragging:
position = get_global_mouse_position() + mouse_offset
if is_rotating:
var distance = position - get_global_mouse_position()
rotation = atan2(distance.y, distance.x) - rotation_offset_angle
func _on_area_2d_input_event(_viewport, event: InputEvent, _shape_idx):
if event.is_action_pressed("drag_start"):
drag_start()
if event.is_action_released("drag_start"):
drag_end()
func drag_start():
if get_viewport():
mouse_offset = position - get_global_mouse_position()
last_position = position
is_dragging = true
func drag_end():
if is_colliding:
if last_position:
position = last_position
else:
queue_free()
is_dragging = false
func _on_rotate_gui_input(event: InputEvent):
get_viewport().set_input_as_handled()
if event.is_action_pressed("rotate_start"):
rotate_start()
if event.is_action_released("rotate_start"):
rotate_end()
func rotate_start():
var distance = position - get_global_mouse_position()
rotation_offset_angle = atan2(distance.y, distance.x) - rotation
last_rotation = rotation
is_rotating = true
func rotate_end():
if is_colliding:
rotation = last_rotation
is_rotating = false
func _on_area_2d_area_entered(_area):
is_colliding = true
modulate = Color("bb5a4b")
func _on_area_2d_area_exited(_area):
#if $Area2D.get_overlapping_areas().size() == 0:
is_colliding = false
modulate = Color("fff")
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