Added room selector in demo scenes Modified dialogues in room 1, fixed bug in room 8 and 9
102 lines
3.8 KiB
GDScript
102 lines
3.8 KiB
GDScript
tool
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extends Node
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onready var hover_stack : Array = []
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onready var hotspot_focused : String = ""
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func _ready():
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set_process_input(true)
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func _input(event):
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if event.is_action_pressed("esc_show_debug_prompt"):
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escoria.main.get_node("layers/debug_layer/esc_prompt_popup").popup()
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###################################################################################
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func _on_left_click_on_bg(position : Vector2):
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if hotspot_focused.empty():
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printt("Left click on background at ", str(position))
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escoria.main.current_scene.game.left_click_on_bg(position)
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func _on_double_left_click_on_bg(position : Vector2):
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if hotspot_focused.empty():
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printt("Double left click on background at ", str(position))
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escoria.main.current_scene.game.left_double_click_on_bg(position)
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func _on_right_click_on_bg(position : Vector2):
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if hotspot_focused.empty():
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printt("Right click on background at ", str(position))
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escoria.main.current_scene.game.right_click_on_bg(position)
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##################################################################################
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func _on_mouse_left_click_inventory_item(inventory_item_global_id, event : InputEvent) -> void:
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printt("Inventory item left clicked ", inventory_item_global_id)
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escoria.main.current_scene.game.left_click_on_inventory_item(inventory_item_global_id, event)
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func _on_mouse_right_click_inventory_item(inventory_item_global_id, event : InputEvent) -> void:
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printt("Inventory item right clicked ", inventory_item_global_id)
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escoria.main.current_scene.game.right_click_on_inventory_item(inventory_item_global_id, event)
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func _on_mouse_double_left_click_inventory_item(inventory_item_global_id, event : InputEvent) -> void:
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printt("Inventory item double left clicked ", inventory_item_global_id)
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escoria.main.current_scene.game.left_double_click_on_inventory_item(inventory_item_global_id, event)
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func _on_mouse_entered_inventory_item(inventory_item_global_id) -> void:
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printt("Inventory item focused ", inventory_item_global_id)
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escoria.main.current_scene.game.inventory_item_focused(inventory_item_global_id)
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func _on_mouse_exited_inventory_item() -> void:
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printt("Inventory item unfocused")
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escoria.main.current_scene.game.inventory_item_unfocused()
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##################################################################################
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func _on_mouse_entered_item(item : ESCItem) -> void:
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printt("Item focused : ", item.global_id)
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if !hover_stack.empty():
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if item.z_index < hover_stack.back().z_index:
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hover_stack.insert(hover_stack.size()-1, item)
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else:
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hover_stack.push_back(item)
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else:
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hover_stack.push_back(item)
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hotspot_focused = hover_stack.back().global_id
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escoria.main.current_scene.game.element_focused(item.global_id)
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func _on_mouse_exited_item(item : ESCItem) -> void:
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printt("Item unfocused : ", item.global_id)
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hover_stack.erase(item)
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if hover_stack.empty():
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hotspot_focused = ""
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escoria.main.current_scene.game.element_unfocused()
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else:
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hotspot_focused = hover_stack.back().global_id
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escoria.main.current_scene.game.element_focused(hotspot_focused)
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func _on_mouse_left_clicked_item(item_global_id : String, event : InputEvent) -> void:
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printt("Item left clicked", item_global_id, event)
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escoria.main.current_scene.game.left_click_on_item(item_global_id, event)
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func _on_mouse_left_double_clicked_item(item_global_id : String, event : InputEvent) -> void:
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printt("Item left double clicked", item_global_id, event)
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escoria.main.current_scene.game.left_double_click_on_item(item_global_id, event)
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func _on_mouse_right_clicked_item(item_global_id : String, event : InputEvent) -> void:
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printt("Item right clicked", item_global_id, event)
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escoria.main.current_scene.game.right_click_on_item(item_global_id, event)
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##################################################################################
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func _on_mousewheel_action(direction : int):
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escoria.main.current_scene.game.mousewheel_action(direction)
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