mirror of
https://github.com/Relintai/utilities_gamedev.git
synced 2024-12-21 13:56:59 +01:00
Simple card flip script.
This commit is contained in:
parent
ed30a29a8e
commit
b2d9a390e1
120
card/Card.gd
Normal file
120
card/Card.gd
Normal file
@ -0,0 +1,120 @@
|
||||
tool
|
||||
extends Control
|
||||
|
||||
enum State {
|
||||
STATE_OFF = 0,
|
||||
STATE_FLIP_PHASE_1 = 1,
|
||||
STATE_FLIP_PHASE_2 = 2,
|
||||
};
|
||||
|
||||
export(Texture) var texture_from : Texture = null
|
||||
export(Texture) var texture_back : Texture = null
|
||||
export(bool) var flip : bool = false
|
||||
|
||||
var tex_mirror : bool = false
|
||||
var angle : float = 0
|
||||
|
||||
export(bool) var start_flip : bool = false setget set_flip
|
||||
|
||||
var _state : int = 0
|
||||
var mesh : ArrayMesh = ArrayMesh.new()
|
||||
|
||||
func start():
|
||||
_state = State.STATE_FLIP_PHASE_1
|
||||
|
||||
set_process(true)
|
||||
|
||||
func _draw() -> void:
|
||||
var tex : Texture = null
|
||||
|
||||
if flip:
|
||||
tex = texture_back
|
||||
else:
|
||||
tex = texture_from
|
||||
|
||||
var tf_top : Transform2D = Transform2D()
|
||||
tf_top.x = Vector2(1, 0).rotated(angle)
|
||||
var tf_bottom : Transform2D = Transform2D()
|
||||
tf_bottom.x = Vector2(1, 0).rotated(-angle)
|
||||
|
||||
var arr : Array = Array()
|
||||
|
||||
arr.resize(ArrayMesh.ARRAY_MAX)
|
||||
|
||||
var rhx : float = rect_size.x / 2
|
||||
|
||||
var v : PoolVector2Array = PoolVector2Array()
|
||||
v.push_back(tf_top.xform(Vector2(-rhx, 0)) + Vector2(rhx, 0))
|
||||
v.push_back(tf_top.xform(Vector2(rhx, 0)) + Vector2(rhx, 0))
|
||||
v.push_back(tf_bottom.xform(Vector2(-rhx, rect_size.y)) + Vector2(rhx, 0))
|
||||
v.push_back(tf_bottom.xform(Vector2(rhx, rect_size.y)) + Vector2(rhx, 0))
|
||||
arr[ArrayMesh.ARRAY_VERTEX] = v
|
||||
|
||||
var c : PoolColorArray = PoolColorArray()
|
||||
c.push_back(Color(1, 1, 1, 1))
|
||||
c.push_back(Color(1, 1, 1, 1))
|
||||
c.push_back(Color(1, 1, 1, 1))
|
||||
c.push_back(Color(1, 1, 1, 1))
|
||||
arr[ArrayMesh.ARRAY_COLOR] = c
|
||||
|
||||
if !tex_mirror:
|
||||
var uv : PoolVector2Array = PoolVector2Array()
|
||||
uv.push_back(Vector2(0, 0))
|
||||
uv.push_back(Vector2(1, 0))
|
||||
uv.push_back(Vector2(0, 1))
|
||||
uv.push_back(Vector2(1, 1))
|
||||
arr[ArrayMesh.ARRAY_TEX_UV] = uv
|
||||
else:
|
||||
var uv : PoolVector2Array = PoolVector2Array()
|
||||
uv.push_back(Vector2(1, 0))
|
||||
uv.push_back(Vector2(0, 0))
|
||||
uv.push_back(Vector2(1, 1))
|
||||
uv.push_back(Vector2(0, 1))
|
||||
arr[ArrayMesh.ARRAY_TEX_UV] = uv
|
||||
|
||||
var indices : PoolIntArray = PoolIntArray()
|
||||
indices.push_back(0)
|
||||
indices.push_back(1)
|
||||
indices.push_back(2)
|
||||
indices.push_back(1)
|
||||
indices.push_back(2)
|
||||
indices.push_back(3)
|
||||
arr[ArrayMesh.ARRAY_INDEX] = indices
|
||||
|
||||
mesh.clear_surfaces()
|
||||
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
|
||||
|
||||
draw_mesh(mesh, tex, null, Transform2D())
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if _state == State.STATE_OFF:
|
||||
set_process(false)
|
||||
elif _state == State.STATE_FLIP_PHASE_1:
|
||||
angle += 0.01
|
||||
|
||||
if angle >= PI / 2:
|
||||
angle = PI / 2
|
||||
_state = State.STATE_FLIP_PHASE_2
|
||||
flip = !flip
|
||||
tex_mirror = true
|
||||
|
||||
update()
|
||||
elif _state == State.STATE_FLIP_PHASE_2:
|
||||
angle += 0.01
|
||||
|
||||
if angle >= PI:
|
||||
angle = 0
|
||||
_state = State.STATE_FLIP_PHASE_1
|
||||
tex_mirror = false
|
||||
|
||||
|
||||
update()
|
||||
|
||||
func _ready() -> void:
|
||||
set_process(false)
|
||||
|
||||
start()
|
||||
|
||||
func set_flip(val):
|
||||
if val:
|
||||
start()
|
Loading…
Reference in New Issue
Block a user