Tractor beam

This commit is contained in:
Altaezio
2026-06-14 12:21:31 +02:00
parent 940b3c1553
commit 91855b5b43
8 changed files with 168 additions and 63 deletions

View File

@@ -85,8 +85,15 @@ func _process(delta):
cursor = current_selected_item.get_pointer()
Input.set_custom_mouse_cursor(cursor)
if player and dragging_inspected:
inspected.global_position = player.get_global_mouse_position()
if player:
if dragging_inspected:
inspected.global_position = player.get_global_mouse_position()
if inspected is ItemObject:
var global_dir: Vector2 = (inspected.global_position - player.global_position).normalized()
inspected.object_sprite.tractor_beam.position = 30 * global_dir
inspected.object_sprite.tractor_beam.rotation = Vector2.RIGHT.angle_to(global_dir)
if not inspected.object_sprite.tractor_beam.emitting:
inspected.object_sprite.tractor_beam.emitting = true
func process_player_actions(delta: float):
can_interact = (
@@ -146,43 +153,12 @@ func process_player_actions(delta: float):
press_action_done = false
%ActionProgressPlayer.playing = false
%ActionProgressBar.value = 0.
if (
inspected and
(inspected is ItemObject
or (inspected is InventoryGuiItemMouseDetector
and GameInfo.game_data.player_data.inventory.get_item(inspected.index)
and press_time > PRESS_TIME_DRAG))
):
if Input.is_action_pressed("action"):
all_inspected.clear()
all_inspected.append(inspected)
dragging_inspected = true
can_interact = false
if inspected is ItemObject:
inspected.mouse_over = false
elif inspected is InventoryGuiItemMouseDetector:
var item_to_drop: Item = GameInfo.game_data.player_data.inventory.pop_item(inspected.index)
if item_to_drop and item_to_drop.type != Item.ItemType.TOOL_ITEM:
var dropped_item_object := player.terrain.drop_item(item_to_drop, player.get_global_mouse_position())
inspected = dropped_item_object
all_inspected.clear()
all_inspected.append(inspected)
player.region.save()
else:
dragging_inspected = false
else:
dragging_inspected = false
if inspected is ItemObject and inspected_inventory_slot is InventoryGuiItemMouseDetector:
# GameInfo.game_data.player_data.inventory.add_seed(inspected.item)
if GameInfo.game_data.player_data.inventory.add_item_at(inspected.item, inspected_inventory_slot.index):
all_inspected.clear()
inspected.queue_free()
inspected = null
if Input.is_action_just_released("action") and press_time < PRESS_TIME_DRAG:
if Input.is_action_just_pressed("action"):
if inspected is InventoryGuiItemMouseDetector:
GameInfo.game_data.player_data.inventory.set_current_item(inspected.index)
elif can_use_item and not current_selected_item.is_action_need_press_time() and current_selected_item.get_action_is_hold():
player.try_use_item(current_selected_item, player.get_global_mouse_position())
elif can_interact:
var interactable = inspected as Interactable
player.try_interact(interactable)
@@ -191,6 +167,16 @@ func process_player_actions(delta: float):
current_selected_item,
player.get_global_mouse_position()
)
if (
Input.is_action_just_released("action")
and can_use_item
and current_selected_item.get_action_is_hold()
):
if dragging_inspected:
player.try_use_item(current_selected_item, player.get_global_mouse_position())
else:
player.instruction = null
func inspect(node: Node):
if (
@@ -237,7 +223,6 @@ func update_inspector(current_inspected):
if current_inspected:
if inspected != current_inspected:
if inspected and inspected.has_method("inspect"):
print("Stop inspect")
inspected.inspect(false)
inspected = current_inspected
if inspected.has_method("card_info"):
@@ -252,12 +237,7 @@ func update_inspector(current_inspected):
inspected = null
if player and not action_disabled and (get_tree() and not get_tree().paused):
if can_interact and inspected and inspected is Interactable:
%Action.visible = true
%ActionText.text = inspected.interact_text()
%Action.modulate = DEFAULT_ACTION_COLOR if inspected.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
%ActionEnergyImage.visible = inspected.interaction_cost(player) != 0
elif dragging_inspected:
if dragging_inspected:
%Action.visible = true
if inspected is ItemObject:
%ActionText.text = inspected.item.name
@@ -267,6 +247,15 @@ func update_inspector(current_inspected):
%ActionText.text = item.name
else:
%Action.visible = false
elif current_selected_item and current_selected_item.use_text() != "" and current_selected_item.get_action_is_hold():
%Action.visible = true
%ActionText.text = current_selected_item.use_text()
%Action.modulate = DEFAULT_ACTION_COLOR
elif can_interact and inspected and inspected is Interactable:
%Action.visible = true
%ActionText.text = inspected.interact_text()
%Action.modulate = DEFAULT_ACTION_COLOR if inspected.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
%ActionEnergyImage.visible = inspected.interaction_cost(player) != 0
elif current_selected_item and current_selected_item.use_text() != "":
%Action.visible = true
%ActionText.text = current_selected_item.use_text() + (tr("NO_ENERGY_LEFT") if not have_energy_to_use_item else "")
@@ -280,8 +269,41 @@ func update_inspector(current_inspected):
else:
%Action.visible = false
func stop_inspect(node: Node = get_current_inspected()):
func stop_inspect(node: Node):
if not dragging_inspected:
all_inspected.erase(node)
if node is InventoryGuiItemMouseDetector:
inspected_inventory_slot = null
func start_dragging():
if not dragging_inspected:
dragging_inspected = true
if inspected is ItemObject:
inspected.mouse_over = false
elif inspected is InventoryGuiItemMouseDetector:
var item_to_drop: Item = GameInfo.game_data.player_data.inventory.get_item(inspected.index)
if item_to_drop and item_to_drop.type != Item.ItemType.TOOL_ITEM:
GameInfo.game_data.player_data.inventory.remove_item_at(inspected.index)
var dropped_item_object := player.terrain.drop_item(item_to_drop, player.get_global_mouse_position())
inspected_inventory_slot = inspected
inspected = dropped_item_object
player.region.save()
else:
dragging_inspected = false
if dragging_inspected:
all_inspected.clear()
all_inspected.append(inspected)
can_interact = false
func stop_dragging():
if dragging_inspected:
dragging_inspected = false
if inspected is ItemObject:
inspected.object_sprite.tractor_beam.emitting = false
if (
inspected_inventory_slot is InventoryGuiItemMouseDetector
and GameInfo.game_data.player_data.inventory.add_item_at(inspected.item, inspected_inventory_slot.index)
):
all_inspected.clear()
inspected.queue_free()
inspected = null