Files
Corupture/scripts/interaction_wheel.gd
Eric abde90e75f Interaction wheel
do interaction
2024-03-01 14:40:50 -06:00

47 lines
1.7 KiB
GDScript

extends Node2D
class_name InteractionWheel
signal closed
var interactions: Array[Interaction]
var grid_position: Vector2i
@onready var interaction_icons: Array[Node] = $Interactions.get_children()
@onready var cursor: Sprite2D = $Cursor
@onready var information_panel: Panel = $InformationPanel
@onready var interaction_label: Label = $InformationPanel/InteractionLabel
func initialize(interaction_location: Vector2i, interactions: Array[Interaction]) -> void:
grid_position = interaction_location
position = Grid.grid_to_world_center(interaction_location)
self.interactions = interactions
func _ready() -> void:
for i in range(interactions.size()):
interaction_icons[i].texture = interactions[i].image
interaction_icons[i].show()
func _process(delta: float) -> void:
var selection_direction = Input.get_vector("view_left", "view_right", "view_up", "view_down")
if selection_direction:
cursor.rotation = selection_direction.angle()
cursor.show()
var selection = _get_selection_index(cursor.rotation)
if selection < interactions.size():
information_panel.show()
interaction_label.text = interactions[selection].name
else:
information_panel.hide()
if Input.is_action_just_pressed("select") and cursor.visible:
var selection = _get_selection_index(cursor.rotation)
print("Selection: %s Rotation: %s" % [selection, cursor.rotation])
if selection < interactions.size():
var next_interactions = interactions[selection].interact_at(grid_position, get_tree().root)
if next_interactions.is_empty():
closed.emit()
queue_free()
func _get_selection_index(angle: float) -> int:
var adjusted_angle = fposmod(angle + (PI / 2.0), 2.0 * PI)
return floor(((int(floor(adjusted_angle / (PI / 8.0))) + 1) % 16) / 2.0)