Dartboard prototype with working raycast
This commit is contained in:
@@ -0,0 +1,156 @@
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extends Control
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# DropCatcher.gd (manual-drag version)
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# No longer uses Godot's built-in _drop_data. Instead it exposes
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# paint_at_screen_pos(), which the trapezoid calls on release.
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# This Control no longer needs to catch mouse events at all, so it can be
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# tiny/invisible — but keep it in the tree so it can reach the camera & board.
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@export var camera: Camera3D
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@export var main: Node # the ROOT node (DartboardProto)
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const RAY_LENGTH := 1000.0
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var dartboard: MeshInstance3D
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# Standard dartboard number sequence, clockwise starting from the TOP (12 o'clock).
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const DART_NUMBERS := [20, 1, 18, 4, 13, 6, 10, 15, 2, 17,
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3, 19, 7, 16, 8, 11, 14, 9, 12, 5]
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# Calibration: rotate which sector counts as "top". If the wrong number gets
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# hit, bump this by 1 until it lines up. Range 0-19.
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@export var sector_offset := 0
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# If your board's numbers go counter-clockwise in 3D, flip this.
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@export var reverse_direction := false
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# --- Radial band boundaries (fractions of outer radius, 0=center 1=rim) ---
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# Tune these in the Inspector by reading the norm= prints for each ring.
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@export var bull_inner_max := 0.04 # <= this = inner bull (50)
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@export var bull_outer_max := 0.09 # <= this = outer bull (25)
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@export var inner_max := 0.45 # <= this = inner single
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@export var triple_max := 0.55 # <= this = triple ring
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@export var outer_max := 0.80 # <= this = outer single; above = double
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# Stores which modifier is applied to each surface index: { surface_index: Modifier }
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var applied_modifiers: Dictionary = {}
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func _ready() -> void:
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# Don't block mouse input; the trapezoids handle their own dragging.
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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print("DropCatcher ready. camera=", camera, " main=", main)
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func _get_board() -> MeshInstance3D:
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if dartboard == null and main != null and "dartboard" in main:
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dartboard = main.dartboard
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return dartboard
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# Public: try to apply a modifier (paint its texture + store its rule) at a
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# screen position. Returns true if it hit the board, false if it missed.
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func apply_modifier_at_screen_pos(screen_pos: Vector2, modifier: Resource) -> bool:
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var board := _get_board()
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if board == null:
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push_error("DropCatcher: no dartboard mesh (is 'main' set?).")
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return false
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if camera == null:
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push_error("DropCatcher: camera export not set.")
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return false
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if modifier == null:
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return false
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var ray_origin := camera.project_ray_origin(screen_pos)
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var ray_dir := camera.project_ray_normal(screen_pos)
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var ray_end := ray_origin + ray_dir * RAY_LENGTH
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var space_state := get_viewport().world_3d.direct_space_state
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var query := PhysicsRayQueryParameters3D.create(ray_origin, ray_end)
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query.collide_with_areas = false
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query.collide_with_bodies = true
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var result := space_state.intersect_ray(query)
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if result.is_empty():
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print(" drop missed the board")
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return false
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var surface_index := _surface_from_hit(result, board)
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if surface_index < 0:
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return false
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_paint_surface(board, surface_index, modifier.texture)
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applied_modifiers[surface_index] = modifier # remember the scoring rule
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print(" applied '", modifier.id, "' to surface ", surface_index)
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return true
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# Call this when a dart lands on a surface to get the modified score.
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func score_for_surface(surface_index: int, base_value: int) -> int:
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if applied_modifiers.has(surface_index):
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return applied_modifiers[surface_index].apply_score(base_value)
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return base_value
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func _surface_from_hit(result: Dictionary, board: MeshInstance3D) -> int:
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var hit_point: Vector3 = result.get("position", Vector3.ZERO)
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var local := board.to_local(hit_point)
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var aabb := board.get_aabb()
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var center := aabb.position + aabb.size * 0.5
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# Board disc lies in the X/Y plane (thin on Z). Measure radius/angle in X/Y.
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var dx := local.x - center.x
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var dy := local.y - center.y
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var radius := Vector2(dx, dy).length()
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var outer_radius : float = max(aabb.size.x, aabb.size.y) * 0.5
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var norm := radius / outer_radius if outer_radius > 0.0 else 0.0
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print(" local=", local, " dx=", "%.3f" % dx, " dy=", "%.3f" % dy, " norm=", "%.3f" % norm)
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# --- RADIAL BAND ---
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# These thresholds are fractions of the outer radius. TUNE to match your art:
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# the real proportions of a dartboard, from center outward.
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var seg_name := ""
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if norm <= bull_inner_max:
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seg_name = "bull_inner" # inner bull (50)
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elif norm <= bull_outer_max:
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seg_name = "bull_outer" # outer bull (25)
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elif norm > 1.0:
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print(" outside board")
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return -1
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else:
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# --- ANGULAR SECTOR ---
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# atan2 gives angle of the hit point. We map it to one of 20 sectors,
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# then index into the dartboard number sequence.
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var angle := atan2(dx, dy) # -PI..PI, 0 = straight up (+y = top)
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# Convert to 0..1 going clockwise from top. Adjust the rotation so 0 = top.
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var t := angle / (2.0 * PI)
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t = fposmod(t, 1.0)
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if reverse_direction:
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t = 1.0 - t
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var sector_index := int(floor(t * 20.0 + 0.5)) % 20
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sector_index = (sector_index + sector_offset) % 20
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var number : int = DART_NUMBERS[sector_index]
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# Which ring band within the sector.
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var band := ""
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if norm <= inner_max:
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band = "inner" # inner single
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elif norm <= triple_max:
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band = "triple" # triple ring
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elif norm <= outer_max:
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band = "outer" # outer single
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else:
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band = "double" # double ring
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seg_name = "seg_%d_%s" % [number, band]
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print(" norm=", "%.3f" % norm, " -> ", seg_name)
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return _index_of_surface_named(board, seg_name)
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func _index_of_surface_named(board: MeshInstance3D, target_name: String) -> int:
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var mesh := board.mesh
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for i in mesh.get_surface_count():
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var mat := mesh.surface_get_material(i)
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if mat and mat.resource_name == target_name:
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return i
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return -1
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func _paint_surface(board: MeshInstance3D, surface_index: int, tex: Texture2D) -> void:
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# Always build a fresh StandardMaterial3D so the texture shows as an IMAGE,
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# not tinted by the old base color. If the segment looks like a flat color
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# instead of the pattern, the mesh is missing proper UVs on that face.
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var new_mat := StandardMaterial3D.new()
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new_mat.albedo_color = Color.WHITE # white so texture isn't tinted
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new_mat.albedo_texture = tex
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new_mat.texture_filter = BaseMaterial3D.TEXTURE_FILTER_LINEAR
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new_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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board.set_surface_override_material(surface_index, new_mat)
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@@ -0,0 +1 @@
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uid://x5kcjofb5pek
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@@ -0,0 +1,61 @@
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extends Node3D
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# Attach to the ROOT node (DartboardProto).
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# Leave `dartboard_root` empty to auto-search, or drag the glb node in.
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@export var dartboard_root: Node
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var dartboard: MeshInstance3D
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func _ready() -> void:
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dartboard = _find_mesh_instance(dartboard_root if dartboard_root else self)
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if dartboard == null:
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push_error("Could not find a MeshInstance3D. Check that the glb is in the scene.")
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return
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print("Found dartboard mesh node: ", dartboard.name)
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_print_surfaces()
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_ensure_collision()
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func _find_mesh_instance(node: Node) -> MeshInstance3D:
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if node is MeshInstance3D and node.mesh != null:
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return node
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for child in node.get_children():
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var found := _find_mesh_instance(child)
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if found:
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return found
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return null
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func _print_surfaces() -> void:
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var mesh := dartboard.mesh
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print("=== Dartboard surfaces ===")
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for i in mesh.get_surface_count():
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var mat := mesh.surface_get_material(i)
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var mat_name := mat.resource_name if mat else "(no material)"
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print("Surface ", i, " material name: '", mat_name, "'")
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print("==========================")
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var aabb := dartboard.get_aabb()
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print("Board local size (x,y,z): ", aabb.size)
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# CHEAP collision: one box that matches the board's bounding box.
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# This replaces create_trimesh_collision(), which was making it run at ~3 FPS
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# because it built a collision triangle for every face of the board.
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func _ensure_collision() -> void:
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# Remove any existing auto-added body so we don't stack shapes on re-runs.
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for child in dartboard.get_children():
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if child is StaticBody3D and child.name == "AutoBoardBody":
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child.queue_free()
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var body := StaticBody3D.new()
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body.name = "AutoBoardBody"
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var col := CollisionShape3D.new()
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var box := BoxShape3D.new()
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# Match the mesh's bounding box. Use the AABB size directly as the box size.
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var aabb := dartboard.get_aabb()
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box.size = aabb.size
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col.shape = box
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# Center the box on the mesh's bounding-box center (not always the origin).
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col.position = aabb.position + aabb.size * 0.5
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body.add_child(col)
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dartboard.add_child(body)
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print("Created cheap box collision for the dartboard.")
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@@ -0,0 +1 @@
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uid://d1i0lhibtflvq
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@@ -0,0 +1,40 @@
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extends Resource
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class_name Modifier
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# One modifier definition: title + description + texture + scoring rule.
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# Create instances of this as .tres files in the editor (right-click in
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# FileSystem -> New Resource -> Modifier), OR build them in code in the catalog.
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#
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# Because a texture always maps to the same modifier, the texture lives HERE.
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# A stable unique id (e.g. "stars_x5"). Useful for saving which modifiers are
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# applied to which segments, and for lookups. Keep it unique across the catalog.
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@export var id: String = ""
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# Shown to the player when offered the piece.
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@export var title: String = ""
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@export_multiline var description: String = ""
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# The texture painted onto the segment when this modifier is applied.
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@export var texture: Texture2D
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# --- Scoring rule ---
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# Simple, data-only rules cover most cases without writing code per modifier.
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# value = (base_value * mult + add) for the affected segment.
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@export var score_mult: float = 1.0
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@export var score_add: int = 0
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# Optional: rarity weight for random selection (higher = more common).
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@export var weight: float = 1.0
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# Apply this modifier's rule to a segment's base value.
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func apply_score(base_value: int) -> int:
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return int(round(base_value * score_mult)) + score_add
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# A short human-readable summary of the effect, for tooltips/UI.
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func effect_text() -> String:
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var parts: Array[String] = []
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if score_mult != 1.0:
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parts.append("x%s" % str(score_mult))
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if score_add != 0:
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parts.append(("+%d" % score_add) if score_add > 0 else str(score_add))
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return " ".join(parts) if parts.size() > 0 else "no change"
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@@ -0,0 +1 @@
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uid://duh0lxb7gdimr
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@@ -0,0 +1,84 @@
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extends Node
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# ModifierCatalog.gd
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# Holds the master list of every modifier in the game and picks random sets
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# for each round. Register this as an AUTOLOAD (Project > Project Settings >
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# Autoload) with the name "ModifierCatalog" so any script can reach it globally.
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#
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# Two ways to fill the catalog:
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# A) Drop .tres Modifier files into res://Modifiers/ and they auto-load (below).
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# B) Build them in code in _register_builtins() for quick prototyping.
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var modifiers: Array[Modifier] = []
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var _by_id: Dictionary = {} # id -> Modifier, for fast lookup
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func _ready() -> void:
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_load_from_folder("res://Modifiers/")
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if modifiers.is_empty():
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# Fallback so the prototype works before you author .tres files.
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_register_builtins()
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_reindex()
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print("ModifierCatalog loaded ", modifiers.size(), " modifiers.")
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# Load every .tres Modifier resource from a folder.
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func _load_from_folder(path: String) -> void:
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var dir := DirAccess.open(path)
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if dir == null:
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return
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dir.list_dir_begin()
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var fname := dir.get_next()
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while fname != "":
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if not dir.current_is_dir() and fname.ends_with(".tres"):
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var res := load(path + fname)
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if res is Modifier:
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modifiers.append(res)
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fname = dir.get_next()
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dir.list_dir_end()
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# Quick code-defined modifiers for prototyping. Replace texture paths with yours.
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func _register_builtins() -> void:
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modifiers.append(_make("stars_x5", "Stars", "Multiplies this segment's value by 5.",
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"res://Models/Dartboard/Dartboard-Proto_Red.png", 5.0, 0))
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modifiers.append(_make("double", "Double", "Doubles this segment's value.",
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"res://Models/Dartboard/Dartboard-Proto_Green.png", 2.0, 0))
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modifiers.append(_make("plus10", "Bonus +10", "Adds 10 points to this segment.",
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"res://Models/Dartboard/Dartboard-Proto_Cork.png", 1.0, 10))
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func _make(id: String, title: String, desc: String, tex_path: String,
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mult: float, add: int) -> Modifier:
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var m := Modifier.new()
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m.id = id
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m.title = title
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m.description = desc
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m.texture = load(tex_path)
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m.score_mult = mult
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m.score_add = add
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return m
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func _reindex() -> void:
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_by_id.clear()
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for m in modifiers:
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_by_id[m.id] = m
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func get_by_id(id: String) -> Modifier:
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return _by_id.get(id)
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# Pick `count` distinct random modifiers, respecting weight. Returns an Array.
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func pick_random(count: int) -> Array[Modifier]:
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var pool := modifiers.duplicate()
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var chosen: Array[Modifier] = []
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count = min(count, pool.size())
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for _i in count:
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var total := 0.0
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for m in pool:
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total += max(m.weight, 0.0001)
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var r := randf() * total
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var acc := 0.0
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var picked_index := 0
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for j in pool.size():
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acc += max(pool[j].weight, 0.0001)
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if r <= acc:
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picked_index = j
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break
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chosen.append(pool[picked_index])
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pool.remove_at(picked_index) # distinct: don't pick the same one twice
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return chosen
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@@ -0,0 +1 @@
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uid://btm4dwci50xmu
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@@ -0,0 +1,69 @@
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extends Control
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# ModifierTray.gd (catalog-driven)
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# Each round, asks ModifierCatalog for 3 random modifiers and spawns a draggable
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# trapezoid for each at the bottom-center. Dropping one onto the board applies it
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# and consumes the round's pieces.
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@export var drop_catcher: Control
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@export var pieces_per_round := 3
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@export var piece_size := Vector2(90, 110)
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@export var spacing := 24.0
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@export var bottom_margin := 30.0
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const TrapezoidSwatch := preload("res://Scripts/TrapezoidSwatch.gd")
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var _pieces: Array[Control] = []
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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spawn_round()
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# Offer a fresh set of random modifier pieces for a new round.
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func spawn_round() -> void:
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_clear_pieces()
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# ModifierCatalog is an autoload singleton (set it up in Project Settings).
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var choices: Array = ModifierCatalog.pick_random(pieces_per_round)
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if choices.is_empty():
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push_warning("ModifierTray: catalog returned no modifiers.")
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return
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for mod in choices:
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var piece := Control.new()
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piece.set_script(TrapezoidSwatch)
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piece.custom_minimum_size = piece_size
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piece.size = piece_size
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piece.modifier = mod # carries the WHOLE modifier
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piece.paint_texture = mod.texture # convenience for drawing
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piece.drop_catcher = drop_catcher
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piece.tray = self
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add_child(piece)
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_pieces.append(piece)
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_layout_pieces()
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func _layout_pieces() -> void:
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var count := _pieces.size()
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if count == 0:
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return
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var total_w := count * piece_size.x + (count - 1) * spacing
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var screen := get_viewport_rect().size
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var start_x := (screen.x - total_w) * 0.5
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var y := screen.y - piece_size.y - bottom_margin
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for i in count:
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_pieces[i].position = Vector2(start_x + i * (piece_size.x + spacing), y)
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# Called by a piece when successfully used: remove the whole set.
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func consume() -> void:
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_clear_pieces()
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func _clear_pieces() -> void:
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for p in _pieces:
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if is_instance_valid(p):
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p.queue_free()
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_pieces.clear()
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# TESTING ONLY: press SPACE to roll a new round of pieces.
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func _unhandled_input(event: InputEvent) -> void:
|
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if event is InputEventKey and event.pressed and event.keycode == KEY_SPACE:
|
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spawn_round()
|
||||
@@ -0,0 +1 @@
|
||||
uid://dnek55fao0l72
|
||||
@@ -0,0 +1,97 @@
|
||||
extends Control
|
||||
# TrapezoidSwatch.gd (manual-drag version)
|
||||
# The trapezoid node ITSELF follows the cursor while dragging (no ghost).
|
||||
# On release over the board, it tells DropCatcher to paint the hit segment,
|
||||
# then asks the tray to consume the round's modifiers.
|
||||
|
||||
@export var paint_texture: Texture2D:
|
||||
set(value):
|
||||
paint_texture = value
|
||||
queue_redraw()
|
||||
@export_range(0.0, 1.0) var top_width_ratio := 0.55
|
||||
|
||||
# Set by the tray when it spawns this piece.
|
||||
var drop_catcher: Control # the DropCatcher node (does the 3D raycast+paint)
|
||||
var tray: Node # the ModifierTray (so we can consume on use)
|
||||
|
||||
# The full modifier this piece carries (texture + title + scoring rule).
|
||||
var modifier: Resource
|
||||
|
||||
var _dragging := false
|
||||
var _home_position := Vector2.ZERO # where it sits in the tray
|
||||
var _drag_offset := Vector2.ZERO # cursor-to-corner offset so it doesn't snap
|
||||
|
||||
func _ready() -> void:
|
||||
mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
if custom_minimum_size == Vector2.ZERO:
|
||||
custom_minimum_size = Vector2(90, 110)
|
||||
size = custom_minimum_size
|
||||
|
||||
func _draw() -> void:
|
||||
var w := size.x
|
||||
var h := size.y
|
||||
var inset := w * (1.0 - top_width_ratio) * 0.5
|
||||
var points := PackedVector2Array([
|
||||
Vector2(inset, 0), Vector2(w - inset, 0),
|
||||
Vector2(w, h), Vector2(0, h),
|
||||
])
|
||||
if paint_texture != null:
|
||||
var uvs := PackedVector2Array([
|
||||
Vector2(inset / w, 0), Vector2((w - inset) / w, 0),
|
||||
Vector2(1, 1), Vector2(0, 1),
|
||||
])
|
||||
draw_polygon(points, PackedColorArray([Color.WHITE, Color.WHITE, Color.WHITE, Color.WHITE]), uvs, paint_texture)
|
||||
else:
|
||||
draw_colored_polygon(points, Color(0.8, 0.8, 0.8))
|
||||
var outline := points
|
||||
outline.append(points[0])
|
||||
draw_polyline(outline, Color(0, 0, 0, 0.6), 2.0)
|
||||
|
||||
func _gui_input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
|
||||
if event.pressed:
|
||||
_start_drag()
|
||||
else:
|
||||
_end_drag()
|
||||
|
||||
func _start_drag() -> void:
|
||||
_dragging = true
|
||||
_home_position = global_position
|
||||
_drag_offset = global_position - get_global_mouse_position()
|
||||
# top_level lets us move by global_position freely, ignoring the container
|
||||
# layout, WITHOUT reparenting (reparenting mid-drag breaks the release event).
|
||||
top_level = true
|
||||
z_index = 100 # float above everything during drag
|
||||
modulate.a = 0.85
|
||||
|
||||
func _end_drag() -> void:
|
||||
if not _dragging:
|
||||
return
|
||||
_dragging = false
|
||||
modulate.a = 1.0
|
||||
z_index = 0
|
||||
|
||||
# Ask the DropCatcher to try painting wherever we released.
|
||||
var painted := false
|
||||
print("PIECE released. drop_catcher=", drop_catcher, " modifier=", modifier)
|
||||
if drop_catcher == null:
|
||||
push_error("Piece has no drop_catcher reference! (tray export not set?)")
|
||||
elif not drop_catcher.has_method("apply_modifier_at_screen_pos"):
|
||||
push_error("drop_catcher has no apply_modifier_at_screen_pos method.")
|
||||
else:
|
||||
painted = drop_catcher.apply_modifier_at_screen_pos(get_global_mouse_position(), modifier)
|
||||
|
||||
if painted:
|
||||
# Used successfully: consume this round's modifier choices.
|
||||
if tray and tray.has_method("consume"):
|
||||
tray.consume()
|
||||
else:
|
||||
queue_free()
|
||||
else:
|
||||
# Missed the board: snap back home.
|
||||
top_level = false
|
||||
global_position = _home_position
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if _dragging:
|
||||
global_position = get_global_mouse_position() + _drag_offset
|
||||
@@ -0,0 +1 @@
|
||||
uid://d0cdxnymxd6bs
|
||||
Reference in New Issue
Block a user