Files
DartGame/Scripts/ModifierTray.gd

70 lines
2.1 KiB
GDScript

extends Control
# ModifierTray.gd (catalog-driven)
# Each round, asks ModifierCatalog for 3 random modifiers and spawns a draggable
# trapezoid for each at the bottom-center. Dropping one onto the board applies it
# and consumes the round's pieces.
@export var drop_catcher: Control
@export var pieces_per_round := 3
@export var piece_size := Vector2(90, 110)
@export var spacing := 24.0
@export var bottom_margin := 30.0
const TrapezoidSwatch := preload("res://Scripts/TrapezoidSwatch.gd")
var _pieces: Array[Control] = []
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
spawn_round()
# Offer a fresh set of random modifier pieces for a new round.
func spawn_round() -> void:
_clear_pieces()
# ModifierCatalog is an autoload singleton (set it up in Project Settings).
var choices: Array = ModifierCatalog.pick_random(pieces_per_round)
if choices.is_empty():
push_warning("ModifierTray: catalog returned no modifiers.")
return
for mod in choices:
var piece := Control.new()
piece.set_script(TrapezoidSwatch)
piece.custom_minimum_size = piece_size
piece.size = piece_size
piece.modifier = mod # carries the WHOLE modifier
piece.paint_texture = mod.texture # convenience for drawing
piece.drop_catcher = drop_catcher
piece.tray = self
add_child(piece)
_pieces.append(piece)
_layout_pieces()
func _layout_pieces() -> void:
var count := _pieces.size()
if count == 0:
return
var total_w := count * piece_size.x + (count - 1) * spacing
var screen := get_viewport_rect().size
var start_x := (screen.x - total_w) * 0.5
var y := screen.y - piece_size.y - bottom_margin
for i in count:
_pieces[i].position = Vector2(start_x + i * (piece_size.x + spacing), y)
# Called by a piece when successfully used: remove the whole set.
func consume() -> void:
_clear_pieces()
func _clear_pieces() -> void:
for p in _pieces:
if is_instance_valid(p):
p.queue_free()
_pieces.clear()
# TESTING ONLY: press SPACE to roll a new round of pieces.
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and event.keycode == KEY_SPACE:
spawn_round()