extends Control
var arrows := [] # [from, to, color]
var circles := [] # [position, color]
var arrow_origin: Vector2
var b: Grid
var t := 0.0
const w := 15
export(Color) var red_overlay
export(Color) var green_overlay
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 _draw():
if !b:
return
if arrow_origin:
var shift = Input.is_action_pressed("shift")
var mouse_position = shorten(descale_vector(b.get_local_mouse_position()), arrow_origin, .25)
mouse_position = Vector2(clamp(mouse_position.x, 0, 7), clamp(mouse_position.y, 0, 7)) # clamp to board limits
var clr = red_overlay if shift else green_overlay
if Input.is_action_pressed("rclick"): # previews
if arrow_origin != mouse_position:
draw_arrow(arrow_origin, mouse_position, clr)
elif t <= .25:
draw_ring(arrow_origin, clr)
else:
var flag := true # no for-else :c
if arrow_origin != mouse_position:
var arr := [arrow_origin, mouse_position, clr]
for i in range(len(arrows)):
if arrows[i][0] == arrow_origin and arrows[i][1] == mouse_position:
arrows.remove(i)
flag = false
break
if flag:
arrows.append(arr)
elif t <= .25:
var arr := [arrow_origin, clr]
for i in range(len(circles)):
if circles[i][0] == arr[0]:
circles.remove(i)
flag = false
break
if flag:
circles.append(arr)
arrow_origin = Vector2.ZERO
t = 0
for a in arrows:
draw_arrow(a[0], a[1], a[2])
for ci in circles:
draw_ring(ci[0], ci[1])
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 = Vector2.ZERO