extends Control
var arrows := []
var first: Vector2
var ev: Vector2
var b: Grid
const w = 20
func _setup(_b: Grid):
b = _b
Events.connect("turn_over", self, "on_turn_over")
for k in Chess.SQUARE_MAP:
b.background_array[Chess.SQUARE_MAP[k]].connect("right_clicked", self, "right_clicked", [k])
func right_clicked(clicked: String) -> void:
first = ((Chess.algebraic2vec(clicked) * b.piece_size) + b.piece_size / 2)
func _process(_delta):
update()
func _draw():
if !b:
return
var s = b.piece_size
var c = b.overlay_color
if first:
var loc_m = ((get_local_mouse_position() / s) - Vector2(.5, .5)).round()
loc_m = Vector2(clamp(loc_m.x, 0, 7), clamp(loc_m.y, 0, 7))
var m_pos = (loc_m * s) + s / 2
if Input.is_action_pressed("rclick"): # dragging
draw_line(first, m_pos, c, w, true)
draw_triangle(first.angle_to_point(m_pos), m_pos, c)
else:
if first != m_pos:
var arr: PoolVector2Array = [first, m_pos]
if arrows.find(arr) == -1:
arrows.append(arr)
else:
arrows.erase(arr) # redoing == kill
first = Vector2.ZERO
for arrow in arrows:
draw_line(arrow[0], arrow[1], c, w, true)
draw_triangle(arrow[0].angle_to_point(arrow[1]), arrow[1], c)
# 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_colored_polygon(tri, c)
func clear_arrows():
arrows.resize(0)
first = Vector2.ZERO
func on_turn_over():
if b.chess.turn != Globals.team: # i just went; arrows can go away now
clear_arrows()