diff --git a/card/Card.gd b/card/Card.gd new file mode 100644 index 0000000..82e4c50 --- /dev/null +++ b/card/Card.gd @@ -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()