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update 1.4.2 source code
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391
ui_scenes/selectedSprite/spriteObject.gd
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391
ui_scenes/selectedSprite/spriteObject.gd
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extends Node2D
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var type = "sprite"
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#Passed Variables
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var imageData = null
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var tex = null
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@export var path = ""
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var loadedImageData = null
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var id = 0
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var parentId = null
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var parentSprite = null
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var imageSize = Vector2.ZERO
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#Node Reference
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@onready var sprite = $WobbleOrigin/DragOrigin/Sprite
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@onready var grabArea = $WobbleOrigin/DragOrigin/Grab
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@onready var dragOrigin = $WobbleOrigin/DragOrigin
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@onready var dragger = $WobbleOrigin/Dragger
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@onready var originSprite = $WobbleOrigin/DragOrigin/Sprite/Origin
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@onready var wob = $WobbleOrigin
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@onready var outlineScene = preload("res://ui_scenes/selectedSprite/outline.tscn")
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#Visuals
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var mouseOffset = Vector2.ZERO
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var grabDelay = 0
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var size = Vector2(1,1)
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var showOnTalk = 0
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var showOnBlink = 0
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var z = 0
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#Movement
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var heldTicks = 0
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var dragSpeed = 0
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#Origin
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var origTick = 0
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var offset = Vector2.ZERO
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#Wobble
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var xFrq = 0.0
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var xAmp = 0.0
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var yFrq = 0.0
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var yAmp = 0.0
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#Rotational Drag
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var rdragStr = 0
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var rLimitMax = 180
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var rLimitMin = -180
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#Layer
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var costumeLayers = [1,1,1,1,1,1,1,1,1,1]
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#Stretch
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var stretchAmount = 0.0
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#Ignore Bounce
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var ignoreBounce = false
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#Animation
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var frames = 1
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var animSpeed = 0
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var remadePolygon = false
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var clipped = false
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var tick = 0
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func _ready():
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var img = Image.new()
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var err = img.load(path)
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if err != OK:
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#Runs if image import fails. Needs error dialog box at some point
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if loadedImageData == null:
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Global.epicFail(err)
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print_debug("Failed to load image.")
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queue_free()
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return
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else:
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var data = Marshalls.base64_to_raw(loadedImageData)
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var errr = img.load_png_from_buffer(data)
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if errr != OK:
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Global.epicFail(err)
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print_debug("Failed to load image.")
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queue_free()
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return
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var texture = ImageTexture.new()
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texture = ImageTexture.create_from_image(img)
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tex = texture
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imageData = img
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imageSize = img.get_size()
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sprite.texture = tex
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var bitmap = BitMap.new()
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bitmap.create_from_image_alpha(imageData)
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var polygons = bitmap.opaque_to_polygons(Rect2(Vector2(0, 0), bitmap.get_size()),4.0) #bitmap.get_size()
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var b = false
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for polygon in polygons:
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b = true
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var collider = CollisionPolygon2D.new()
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collider.polygon = polygon
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grabArea.add_child(collider)
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var outline = outlineScene.instantiate()
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outline.points = polygon
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outline.add_point(outline.points[0])
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grabArea.add_child(outline)
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size = imageData.get_size()
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grabArea.position = size*-0.5
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sprite.offset = offset
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grabArea.position = (size*-0.5) + offset
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changeFrames()
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setZIndex()
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if frames > 1:
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remakePolygon()
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if !b:
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remakePolygon()
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add_to_group(str(id))
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await get_tree().create_timer(0.1).timeout
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if parentId != null:
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var nodes = get_tree().get_nodes_in_group(str(parentId))
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get_parent().remove_child(self)
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nodes[0].sprite.add_child(self)
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parentSprite = nodes[0]
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set_owner(nodes[0].sprite)
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setClip(clipped)
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if Global.filtering:
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sprite.texture_filter = 2
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func replaceSprite(pathNew):
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var img = Image.new()
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var err = img.load(pathNew)
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if err != OK:
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#Runs if image import fails.
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Global.epicFail(err)
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print_debug("Failed to load image.")
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return
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path = pathNew
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var texture = ImageTexture.new()
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texture = ImageTexture.create_from_image(img)
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tex = texture
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imageData = img
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sprite.texture = tex
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var bitmap = BitMap.new()
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bitmap.create_from_image_alpha(imageData)
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var polygons = bitmap.opaque_to_polygons(Rect2(Vector2(0, 0), bitmap.get_size()))
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for i in grabArea.get_children():
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i.queue_free()
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var b = false
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for polygon in polygons:
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b = true
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var collider = CollisionPolygon2D.new()
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collider.polygon = polygon
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grabArea.add_child(collider)
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var outline = outlineScene.instantiate()
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outline.points = polygon
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outline.add_point(outline.points[0])
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grabArea.add_child(outline)
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size = imageData.get_size()
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sprite.offset = offset
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grabArea.position = (size*-0.5) + offset
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if !b:
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remakePolygon()
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func _process(delta):
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tick += 1
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if Global.heldSprite == self:
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grabArea.visible = true
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originSprite.visible = true
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else:
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grabArea.visible = false
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originSprite.visible = false
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var glob = dragger.global_position
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if ignoreBounce:
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glob.y -= Global.main.bounceChange
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drag(delta)
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wobble()
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var length = (glob.y - dragger.global_position.y)
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rotationalDrag(length,delta)
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stretch(length,delta)
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if grabDelay > 0:
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grabDelay -= 1
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talkBlink()
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animation()
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func animation():
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var speed = max(float(animSpeed),Engine.max_fps*6.0)
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if animSpeed > 0 and frames > 1:
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if Global.animationTick % int((speed)/float(animSpeed)) == 0:
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if sprite.frame == frames - 1:
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sprite.frame = 0
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else:
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sprite.frame += 1
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if frames > 1:
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remakePolygon()
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func setZIndex():
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sprite.z_index = z
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func talkBlink():
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var faded = 0.2 * int(Global.main.editMode)
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var value = (showOnTalk + (showOnBlink*3)) + (int(Global.speaking)*10) + (int(Global.blink)*20)
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var yes = [0,10,20,30,1,21,12,32,3,13,4,15,26,36,27,38].has(int(value))
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sprite.self_modulate.a = max(int(yes),faded)
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func delete():
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queue_free()
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func _physics_process(delta):
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if Global.heldSprite == self:
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var dir = pressingDirection()
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if Input.is_action_pressed("origin"):
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moveOrigin(dir)
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else:
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moveSprite(dir)
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else:
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set_physics_process(false)
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func pressingDirection():
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var dir = Vector2.ZERO
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dir.x = Input.get_action_strength("move_left") - Input.get_action_strength("move_right")
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dir.y = Input.get_action_strength("move_up") - Input.get_action_strength("move_down")
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return dir
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func moveSprite(dir):
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if dir != Vector2.ZERO:
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heldTicks += 1
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else:
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heldTicks = 0
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if heldTicks > 30 or heldTicks == 1:
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var multiplier = 2
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if heldTicks == 1:
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multiplier = 1
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position -= dir * multiplier
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position = Vector2(int(position.x),int(position.y))
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func moveOrigin(dir):
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if dir != Vector2.ZERO:
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origTick += 1
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else:
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origTick = 0
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if origTick > 30 or origTick == 1:
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var multiplier = 2
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if origTick == 1:
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multiplier = 1
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offset += dir * multiplier
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position -= dir * multiplier
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offset = Vector2(int(offset.x),int(offset.y))
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sprite.offset = offset
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grabArea.position = (size*-0.5) + offset
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func drag(delta):
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if dragSpeed == 0:
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dragger.global_position = wob.global_position
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else:
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dragger.global_position = lerp(dragger.global_position,wob.global_position,(delta*20)/dragSpeed)
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dragOrigin.global_position = dragger.global_position
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func wobble():
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wob.position.x = sin(tick*xFrq)*xAmp
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wob.position.y = sin(tick*yFrq)*yAmp
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func rotationalDrag(length,delta):
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var yvel = (length * rdragStr)
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#Calculate Max angle
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yvel = clamp(yvel,rLimitMin,rLimitMax)
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sprite.rotation = lerp_angle(sprite.rotation,deg_to_rad(yvel),0.25)
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func stretch(length,delta):
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var yvel = (length * stretchAmount * 0.01)
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var target = Vector2(1.0-yvel,1.0+yvel)
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sprite.scale = lerp(sprite.scale,target,0.5)
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func changeCollision(enable):
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grabArea.monitorable = enable
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grabArea.monitorable = enable
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func changeFrames():
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sprite.hframes = frames
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sprite.frame = 0
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func remakePolygon():
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if remadePolygon:
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return
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for c in grabArea.get_children():
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c.queue_free()
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var collider = CollisionShape2D.new()
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var shape = RectangleShape2D.new()
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shape.size = Vector2(imageSize.y,imageSize.y)
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collider.shape = shape
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collider.position = Vector2(imageSize.x,imageSize.y) * Vector2(0.5,0.5)
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grabArea.add_child(collider)
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var p = imageSize.y * 0.5
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var outline = outlineScene.instantiate()
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outline.add_point(Vector2(-p,-p))
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outline.add_point(Vector2(p,-p))
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outline.add_point(Vector2(p,p))
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outline.add_point(Vector2(-p,p))
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outline.add_point(Vector2(-p,-p))
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outline.position = collider.position
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grabArea.add_child(outline)
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remadePolygon = true
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func setClip(toggle):
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if toggle:
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sprite.clip_children = CLIP_CHILDREN_AND_DRAW
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for node in getAllLinkedSprites():
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node.z = z
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node.setZIndex()
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else:
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sprite.clip_children = CLIP_CHILDREN_DISABLED
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clipped = toggle
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func getAllLinkedSprites():
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var nodes = get_tree().get_nodes_in_group("saved")
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var linkedSprites = []
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for node in nodes:
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if node.parentId == id:
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linkedSprites.append(node)
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return linkedSprites
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