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extends Spatial
const Builder = preload("res://scripts/builder.gd")
const CombinatorTemplate = preload("res://scripts/template_combine.gd")
var prev_pos = null
var panel = null
var world = null
var templater = null
var builder = null
func _ready():
get_node("Area/Quad").get_material_override().set_texture(SpatialMaterial.DIFFUSE_LAMBERT, get_node("Viewport").get_texture())
self.panel = get_node("Viewport/CombinatorPanel")
self.templater = CombinatorTemplate.new()
self.builder = Builder.new()
set_process_input(true)
func _on_Area_input_event( camera, event, click_pos, click_normal, shape_idx ):
var pos = get_node("Area").get_global_transform().affine_inverse()*click_pos
# Convert to 2D
if pos.y <= 0.9 or pos.y >= 1.1:
return
pos.x = (pos.x + 1)*200
pos.z = (-pos.z + 1)*200
var pos2 = Vector2(pos.z, pos.x)
event.pos = pos2
event.global_pos = pos2
if self.prev_pos == null:
self.prev_pos = pos2
if event.type == InputEvent.MOUSE_MOTION:
event.relative_pos = pos2 - self.prev_pos
self.prev_pos = pos2
get_node("Viewport").input(event)
func _on_body_input_event( camera, event, click_pos, click_normal, shape_idx ):
if event.type == InputEvent.MOUSE_BUTTON and event.button_index == BUTTON_LEFT and event.is_pressed():
print("body")
var cam = get_tree().get_root().get_camera()
cam.select(self, get_node("point"))
func _on_panel_input_event( camera, event, click_pos, click_normal, shape_idx ):
if event.type == InputEvent.MOUSE_BUTTON and event.button_index == BUTTON_LEFT and event.is_pressed():
print("combine")
var message = ""
if self.world == null:
var panel = get_node("Viewport/CombinatorPanel")
var ids = panel.get_ids()
if ids != null and ids.size() > 0 and self.builder.can_combine(ids):
self.world = self.builder.combine(get_node("spawn").get_global_transform().origin, ids)
get_tree().get_root().get_node("Game").add_child(self.world)
panel.clear_all()
message = self.templater.template(self.world)
get_node("animation").play("click")
else:
message = "Cannot combine! You need solid and gaseous material."
get_tree().get_root().get_node("Game/HUD").display_message(message, 15)
func _on_incubate_input_event( camera, event, click_pos, click_normal, shape_idx ):
if event.type == InputEvent.MOUSE_BUTTON and event.button_index == BUTTON_LEFT and event.is_pressed():
print("incubate")
if self.world != null:
get_node("animation").play("incubate")
var incubator = get_tree().get_root().get_node("Game/Incubator")
incubator.push_world(self.world)
var cam = get_tree().get_root().get_node("Game/Camera")
cam.select(incubator, incubator.get_node("point"))
self.world = null
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