Files
ai-game-2/label.gd
2026-03-09 11:57:48 -07:00

116 lines
3.8 KiB
GDScript

extends Node2D
var hovered_setpieces: Array[Dictionary] = []
@onready var label : Label = $"label"
func _ready():
_connect_setpieces(get_parent())
func _on_transitioned(s):
hovered_setpieces.clear()
$label.hide()
_connect_setpieces(get_parent())
func _connect_setpieces(scene: Node) -> void:
for n in scene.find_children("*", "SetPiece", true, false):
print("LOOKING AT", n)
n.connect("entered", Callable(self, "_on_setpiece_entered"))
n.connect("exited", Callable(self, "_on_setpiece_exited"))
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
#var ideal:Vector2 = $"..".to_local(get_global_mouse_position())
#var bg = $"..".find_child("bg")
#var far_point = self.to_global(Vector2(bg.texture.get_width(), bg.texture.get_height() ) * bg.get_global_transform())
##self.position.x = clamp(ideal.x, 0, far_point.x - 200)
#var camera = $"..".find_child("Camera2D")
#var cam = get_viewport()
#var z = cam.get_visible_rect()
#var cam2 = cam.get_camera_2d()
#cam2.get_screen_transform()
#self.position.x = clamp(ideal.x, z.position.x, z.end.x - 500)
#self.position.y = clamp(ideal.y, z.position.y, z.end.y - 50)
#
#var viewport = get_viewport()
#var viewport_size = viewport.get_visible_rect().size
#
#var camera_position = cam2.global_position
#
#var margin = 10
## Example positioning: Top-left corner of the viewport
#var start = Vector2(camera_position.x - viewport_size.x / 2 + margin, camera_position.y - viewport_size.y / 2 + margin)
#var end = start + viewport_size
## Here 'margin' is the distance you want to keep from the viewport edge
#
#
##print("ideal", ideal, "start", start, "end", end)
#print(cam2.get_screen_center_position())
## Adjust this to keep the label within the viewport bounds
#global_position = Vector2(clamp(ideal.x, start.x, end.x - 400), clamp(ideal.y, start.y, end.y))
var viewport = get_viewport_rect()
var mouse_pos = get_viewport().get_mouse_position()
# Obtain camera information if camera is used
var camera = get_viewport().get_camera_2d()
mouse_pos = camera.get_global_mouse_position()
if camera:
# Calculate the screen boundaries considering the camera's position and zoom
var cam_top_left = camera.get_screen_center_position() - (viewport.size * 0.5 / camera.zoom)
var cam_bottom_right = camera.get_screen_center_position() + (viewport.size * 0.5 / camera.zoom)
# Clamp mouse position to camera's visible area
var margin = 100
var s = label.size
mouse_pos.x = clamp(mouse_pos.x, cam_top_left.x + margin, cam_bottom_right.x - label.size.x - margin)
mouse_pos.y = clamp(mouse_pos.y, cam_top_left.y, cam_bottom_right.y)
# Update label position
global_position = mouse_pos
func _on_setpiece_entered(lab: String) -> void:
var piece = get_setpiece_by_label(lab)
if piece:
var entry = {"label": lab, "priority": piece.priority}
if not _has_entry_with_label(lab):
hovered_setpieces.append(entry)
_update_label()
func _on_setpiece_exited(lab: String) -> void:
for i in range(hovered_setpieces.size()):
if hovered_setpieces[i].label == lab:
hovered_setpieces.remove_at(i)
break
_update_label()
func _has_entry_with_label(lab: String) -> bool:
for entry in hovered_setpieces:
if entry.label == lab:
return true
return false
func get_setpiece_by_label(lab: String) -> SetPiece:
var scene = get_parent()
for child in scene.find_children("*", "SetPiece", true, false):
if child is SetPiece and child.label == lab:
return child
return null
func _update_label() -> void:
print(hovered_setpieces)
if hovered_setpieces.is_empty():
$label.hide()
return
hovered_setpieces.sort_custom(func(a, b): return b.priority > a.priority)
var top_entry = hovered_setpieces[0]
$label.show()
$label.text = top_entry.label
var size = label.label_settings.font.get_string_size(top_entry.label, HORIZONTAL_ALIGNMENT_LEFT, 200, 32)
label.size = size