LD46/GUI.gd

44 lines
1.3 KiB
GDScript

extends Control
var cursor = load('res://assets/sprites/downarrow.png')
func _ready():
pass
func _process(delta):
update()
var cursor_sprites = [
null,
load('res://assets/sprites/belt.tres'),
load('res://assets/sprites/channel.tres'),
load('res://assets/sprites/2x2belt.tres'),
load('res://assets/sprites/smelter.tres'),
load('res://assets/sprites/forge.tres'),
load('res://assets/sprites/lathe.tres'),
load('res://assets/sprites/welder.tres'),
]
func _draw():
var p1_s = $"/root/Main".p1_selection
var p1_s_rect = $Hotbar.get_child(p1_s).get_global_rect()
var pos1 = p1_s_rect.position + Vector2(p1_s_rect.size.x/2-4, -7 + sin(OS.get_ticks_msec()*TAU*0.001))
draw_texture(cursor, pos1, Color.yellow)
if p1_s > 0:
var mouse_pos = get_parent().get_cursor_snapped_position()
if mouse_pos.x >= 0: # Not much point checking y too
draw_texture(cursor_sprites[p1_s], mouse_pos, Color(0.75, 0.75, 0.75, 0.75))
func _input(event):
if event is InputEventMouseButton and event.pressed:
if event.button_mask & BUTTON_MASK_LEFT:
if $Hotbar.get_rect().has_point(event.position):
for i in 8:
if $Hotbar.get_child(i).get_global_rect().has_point(event.position):
$"/root/Main".p1_selection = i
break
elif event is InputEventMouseMotion:
pass