325 lines
7.1 KiB
GDScript
325 lines
7.1 KiB
GDScript
extends Node2D
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class_name SpriteObject
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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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var sprite_data: SpriteData
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var parentSprite = null
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var imageSize = Vector2.ZERO
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#Visuals
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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 remadePolygon = false
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var tick = 0
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#Vis toggle
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var toggle: Key = KEY_NONE
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func _ready():
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InputHandler.key_pressed.connect(visToggle)
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imageSize = sprite_data.image.get_size()
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sprite.texture = sprite_data.image
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var bitmap = BitMap.new()
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bitmap.create_from_image_alpha(sprite_data.image.get_image())
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var polygons = bitmap.opaque_to_polygons(Rect2(Vector2(), bitmap.get_size()), 4.0)
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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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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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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, 1 / 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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func visToggle(key: Key):
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if key == toggle:
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$WobbleOrigin/DragOrigin.visible = !$WobbleOrigin/DragOrigin.visible
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func makeVis():
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$WobbleOrigin/DragOrigin.visible = true
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