VegeCard/Scripts/GameManager.gd

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GDScript3
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2025-03-18 15:47:09 +08:00
extends Node
@export var cols : int
@export var cell_size : Vector2i
@export var left_top_of_board : Marker2D
@export var init_card_anchos : Array[Marker2D]
@export var board_area : ReferenceRect
signal dragging_card
var has_mouse: bool = false
var dragged_card : Card
var hovered_cell : Vector2 = Global.invalid_cell_index
var board_info : Array = []
func _ready() -> void:
init_game()
dragging_card.connect(_on_dragging_card)
#board_area.mouse_entered.connect(_on_mouse_enter_board)
#board_area.mouse_exited.connect(_on_mouse_exit_board)
func init_game() -> void:
board_info = create_cells()
send_cards()
func create_cells() -> Array:
var cells_matrix = []
var init_pos = Vector2(left_top_of_board.global_position.x, left_top_of_board.global_position.y)
for i in range(0, cols):
var row = []
for j in range(0, cols):
var left_top_pos = Vector2(init_pos.x + i * cell_size.x, init_pos.y + j * cell_size.y)
var center_pos = Vector2(left_top_pos.x + cell_size.x / 2, left_top_pos.y + cell_size.y / 2)
var cell = setup_cell_rect(center_pos, cell_size)
var collision_box = cell.get_node("CollisionBox") as CollisionShape2D
var shape = collision_box.shape
var dict = {
"global-left-top": Vector2(cell.global_position.x - shape.get_rect().size.x / 2, cell.global_position.y - shape.get_rect().size.y / 2),
"index": Vector2i(i, j),
"area": cell,
"empty": true
}
row.append(dict)
cells_matrix.append(row)
return cells_matrix
func setup_cell_rect(left_top: Vector2, size: Vector2i) -> Area2D:
var cell := Area2D.new()
cell.global_position = left_top
$BoardCells.add_child(cell)
# 添加 CollisionShape2D 节点
var collision_shape = CollisionShape2D.new()
collision_shape.name = "CollisionBox"
cell.add_child(collision_shape)
# 设置 CollisionShape2D 为矩形,大小为棋盘格大小
var shape = RectangleShape2D.new()
shape.size = size
collision_shape.shape = shape
return cell
func _process(_delta: float) -> void:
pass
#if has_mouse and dragged_card != null:
#clamp_card_on_cell(dragged_card)
func _on_dragging_card(card: Card) -> void:
dragged_card = card
func get_hover_cell_index() -> Vector2i:
var mouse_global_position = $MouseAnchor.get_global_mouse_position()
return get_cell_on_pos(mouse_global_position)
func get_cell_on_pos(pos: Vector2) -> Vector2i:
var relative_pos = Vector2(pos.x - left_top_of_board.global_position.x, pos.y - left_top_of_board.global_position.y)
var index = Vector2i(int(relative_pos.x) / cell_size.x, int(relative_pos.y) / cell_size.y)
if index.x < 0 or index.x >= cols or index.y < 0 or index.y >= cols:
index = Global.invalid_cell_index
return index
#func _on_mouse_enter_board() -> void:
##if dragged_card != null:
##dragged_card.handle_pos = false
#has_mouse = true
#print("board enter")
#
#func _on_mouse_exit_board() -> void:
##if dragged_card != null:
##dragged_card.handle_pos = true
#has_mouse = false
#print("board exit")
func clamp_card_on_cell(card: Card) -> void:
var index = get_hover_cell_index()
if index != Global.invalid_cell_index:
var cell_info = board_info[index.x][index.y]
#var cell_area = cell_info.area
var pos = cell_info["global-left-top"]
card.global_position = pos
func send_cards() -> void:
var card_prefab = load("res://Scenes/Card.tscn")
for i in range(init_card_anchos.size()):
var pos = init_card_anchos[i].global_position
var card_instance = card_prefab.instantiate()
var card_size = (card_instance as Card).texture_normal.get_size()
card_instance.global_position = Vector2(pos.x - card_size.x / 2, pos.y - card_size.y / 2)
var val = randi() % 10
var cate_num = randi() % 4
card_instance.setup_card(cate_num, val)
$Cards.add_child(card_instance)