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