extends Control const INVALID := Vector2(-1, -1) var arrows := [] var circles := [] var arrow_origin: Vector2 = INVALID var b: Grid var t := 0.0 const w := 15 export(Color) var red_overlay export(Color) var green_overlay const arrow_default_offset := .5 const arrow_incrementing_offset := .1 const arrow_max_incrementing_offset := .3 func _setup(_b: Grid): b = _b for k in Chess.SQUARE_MAP: b.background_array[Chess.SQUARE_MAP[k]].connect("right_clicked", self, "right_clicked", [k]) b.background_array[Chess.SQUARE_MAP[k]].connect("clicked", self, "left_clicked", [k]) func right_clicked(clicked: String) -> void: arrow_origin = Chess.algebraic2vec(clicked) t = 0 func left_clicked(sq: String) -> void: if !b.get_piece(sq): clear_arrows() func _process(delta): t += delta update() func scale_vector(v: Vector2) -> Vector2: return (v * b.piece_size) + b.piece_size / 2 func descale_vector(v: Vector2) -> Vector2: return ((v / b.piece_size) - Vector2(.5, .5)).round() func shorten(v: Vector2, origin: Vector2, by: float) -> Vector2: return (v).move_toward(origin, by) func shorten_arrows_at(v: Vector2) -> void: var shortenable := [] for arrow in arrows: if arrow.coord_dest == v: shortenable.append(arrow) var shorten := ( arrow_default_offset + min((len(shortenable) - 1) * arrow_incrementing_offset, arrow_max_incrementing_offset) ) for arrow in shortenable: arrow.dest = shorten(arrow.coord_dest, arrow.origin, shorten) func build_arrow(from: Vector2, to: Vector2, color: Color) -> Dictionary: return {origin = from, dest = to, coord_dest = to, color = color} func _draw(): if !b: return if arrow_origin != INVALID: var shift := Input.is_action_pressed("shift") var mouse_position := descale_vector(b.get_local_mouse_position()) mouse_position = Vector2(clamp(mouse_position.x, 0, 7), clamp(mouse_position.y, 0, 7)) var clr: Color = red_overlay if shift else green_overlay if Input.is_action_pressed("rclick"): # previews if arrow_origin != mouse_position: draw_arrow(arrow_origin, shorten(mouse_position, arrow_origin, arrow_default_offset), clr) elif t <= .25: draw_ring(arrow_origin, clr) else: var flag := true # no for-else :c if arrow_origin != mouse_position: for i in range(len(arrows)): if arrows[i].origin == arrow_origin and arrows[i].coord_dest == mouse_position: arrows.remove(i) flag = false break if flag: arrows.append(build_arrow(arrow_origin, mouse_position, clr)) shorten_arrows_at(mouse_position) elif t <= .25: for i in range(len(circles)): if circles[i].origin == arrow_origin: circles.remove(i) flag = false break if flag: circles.append({origin = arrow_origin, color = clr}) arrow_origin = INVALID t = 0 for a in arrows: draw_arrow(a.origin, a.dest, a.color) for ci in circles: draw_ring(ci.origin, ci.color) func draw_arrow(start: Vector2, end: Vector2, clr: Color): start = scale_vector(start) end = scale_vector(end) draw_circle(start, float(w) / 2, clr) draw_line(start, end, clr, w, true) draw_triangle(start.angle_to_point(end), end, clr) # r: the radians of rotation. func draw_triangle(r: float, p: Vector2, c: Color) -> void: var tri: PoolVector2Array = [Vector2(-24, 0), Vector2(0, -40), Vector2(24, 0)] for i in range(len(tri)): tri[i] = tri[i].rotated(r - PI / 2) + p draw_primitive(tri, [c, c, c], []) func draw_ring(at: Vector2, clr: Color) -> void: at = scale_vector(at) draw_arc(at, (b.piece_size.x / 2) - 6, 0, PI * 2, 40, clr, 10, true) func clear_arrows(): arrows.resize(0) circles.resize(0) arrow_origin = INVALID