Quit-Rolling-Around-gmtk-ja.../UI/CardView.gd

106 lines
3.0 KiB
GDScript

extends Control
signal return_dice(dice_number)
signal do_movement(movement_range)
signal do_damage(damage, damage_range)
signal do_effect(effect, effect_range)
const card = preload("res://UI/Card.tscn")
const card_db_string = "res://Assets/CardDB/%s.tres"
var selected : bool = false
var hovering_card = null
var current_cards = []
var currently_holding_dice = null
func emit_return_dice(dice_number):
emit_signal("return_dice", dice_number)
func emit_do_movement(movement_range):
emit_signal("do_movement", movement_range)
func emit_do_damage(damage, damage_range):
emit_signal("do_damage", damage, damage_range)
func emit_do_effect(effect, effect_range):
emit_signal("do_effect", effect, effect_range)
func set_currently_holding_dice(dice_number : int):
currently_holding_dice = dice_number
func remove_card(card):
var card_index = current_cards.find(card)
current_cards.remove(card_index)
func _physics_process(delta):
# no keyboard input if not selected
if not selected:
hovering_card = null
return
# if selected card is null, add a value
if not hovering_card:
hovering_card = 0
# move the selection forward or backward the list depending on input
if (Input.is_action_just_pressed("ui_down") or
Input.is_action_just_pressed("ui_right")):
current_cards[hovering_card].hovering_dice = null
hovering_card += 1
if hovering_card >= len(current_cards):
hovering_card = 0
if (Input.is_action_just_pressed("ui_up") or
Input.is_action_just_pressed("ui_left")):
current_cards[hovering_card].hovering_dice = null
hovering_card -= 1
if hovering_card < 0:
hovering_card = len(current_cards) -1
# show the dice over the card if hovering
current_cards[hovering_card].hovering_dice = currently_holding_dice
#if the enter key is pressed, input the dice into the card
if Input.is_action_just_pressed("ui_accept"):
current_cards[hovering_card].hovering_dice = null
current_cards[hovering_card].dice_inputted(currently_holding_dice)
hovering_card = 0
selected = false
func draw_card(specific_card : String = ""):
# make a new card instance and add it to the grid container
var new_card = card.instance()
$Margin/HBox.add_child(new_card)
# check if a specific card data exists
var card_data_check = File.new()
var card_data_exists : bool = card_data_check.file_exists(card_db_string % specific_card)
# if a specifc card choosen, make new card that type
if card_data_exists:
new_card.card_info = load(card_db_string % specific_card)
else: #no card choosen, pick default
new_card.card_info = load(card_db_string % "Default")
# connect new_card.x signal to self.x
new_card.connect("return_dice", self, "emit_return_dice")
new_card.connect("do_movement", self, "emit_do_movement")
new_card.connect("do_damage", self, "emit_do_damage")
new_card.connect("do_effect", self, "emit_do_effect")
# connect the signal remove card signal
new_card.connect("card_removed", self, "remove_card")
# add the current card to the list of card
current_cards.append(new_card)