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 signal release_dragging_card var has_mouse: bool = false var dragged_card : Card var hovered_cell_control : ColorRect var hovered_cell : Vector2 = Global.invalid_cell_index var board_info : Array = [] const GLOBAL_LEFT_TOP = "global-left-top" const GLOBAL_CENTER = "global-center" const INDEX = "index" const AREA = "area" const HOLD_CARD = "hold-card" const hovered_color = "015aafb8" func _ready() -> void: init_game() dragging_card.connect(_on_dragging_card) release_dragging_card.connect(_on_release_dragging_card) 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(left_top_pos, cell_size) $BoardCells.add_child(cell) var dict = { GLOBAL_LEFT_TOP : left_top_pos, GLOBAL_CENTER : center_pos, INDEX: Vector2i(i, j), AREA : cell, HOLD_CARD : null } row.append(dict) cells_matrix.append(row) return cells_matrix func setup_cell_rect(left_top: Vector2, size: Vector2i) -> ColorRect: var cell = ColorRect.new() cell.color = Color(hovered_color) cell.size = cell_size cell.global_position = left_top cell.visible = false return cell func _process(_delta: float) -> void: var cell = clamp_cell() if hovered_cell_control != null: hovered_cell_control.visible = false if cell != null: hovered_cell_control = cell cell.visible = true func _on_dragging_card(card: Card) -> void: dragged_card = card func _on_release_dragging_card(card: Card, index: Vector2i) -> void: print(index) dragged_card = null 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: if pos.x < left_top_of_board.global_position.x or pos.y < left_top_of_board.global_position.y: return Global.invalid_cell_index 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 clamp_cell() -> ColorRect: var index = get_hover_cell_index() if index != Global.invalid_cell_index: var cell_info = board_info[index.x][index.y] var cell = cell_info[AREA] if cell != null: var control = cell as ColorRect return control return null 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) func _on_board_area_input_event(viewport: Node, event: InputEvent, shape_idx: int) -> void: if event is InputEventMouseButton: if event.button_index == MOUSE_BUTTON_LEFT: if not event.pressed: try_place_card(dragged_card) func try_place_card(card: Card) -> void: var index = get_hover_cell_index() if dragged_card == null or index == Global.invalid_cell_index: return var cell_info = board_info[index.x][index.y] if cell_info[HOLD_CARD] == null: var lt = cell_info[GLOBAL_LEFT_TOP] card.global_position = lt card.settled = true cell_info[HOLD_CARD] = card emit_signal("release_dragging_card", card, index)