Add sandbox stage builder scripts and functionality

- Introduced StageGizmos for hover highlighting, selection outlines, and rotation handles in the sandbox stage builder.
- Added StageGrid for an optional world-space grid overlay that adjusts with camera panning and zooming.
- Implemented StageSelection for geometric hit-testing and selection management of nodes in the sandbox.
- Created StageSpawner as a registry-driven factory for spawning terrain, props, and stickmen, allowing for dynamic template management.
- Each script includes necessary constants, state management, and public API methods for interaction.
This commit is contained in:
2026-08-28 21:53:55 -04:00
parent 0e971d99b1
commit ef30931b20
17 changed files with 1800 additions and 6 deletions
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class_name StageGizmos
extends Node2D
## StageGizmos - Hover highlight, selection outline and a rotate gizmo for the
## Sandbox Stage Builder (Phase 2).
##
## Translation is done by dragging the object directly (no translate handle);
## only the rotate ring is a dedicated handle. Pure drawing + distance-based
## handle hit-testing (no Area2D). Dragging drives global_position /
## global_rotation so it works for any Node2D. Hidden and disabled in PLAY mode.
const STAGE_SELECTION := preload("res://scripts/stage_selection.gd")
# ---------------------------------------------------------------------------
# Enums
# ---------------------------------------------------------------------------
enum Handle { NONE, TRANSLATE, ROTATE }
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
signal transform_committed(node: Node2D)
# ---------------------------------------------------------------------------
# Style constants (screen-space px; divided by zoom for world-space drawing)
# ---------------------------------------------------------------------------
const SELECTION_COLOR := Color(1.0, 1.0, 1.0, 0.9)
const HOVER_COLOR := Color(1.0, 0.9, 0.2, 0.5)
const ROTATE_COLOR := Color(0.3, 0.6, 1.0, 0.9)
const SELECTION_WIDTH := 2.0
const HOVER_WIDTH := 1.5
const ROTATE_WIDTH := 2.0
const ROTATE_HANDLE_MARGIN_PX := 48.0
const ROTATE_RING_TOLERANCE_PX := 12.0
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var camera: Camera2D = null
## When > 0, translation drags snap to this grid size (0 = off).
var snap_size: float = 0.0
var _enabled: bool = true
var _target: Node2D = null
var _hovered: Node2D = null
var _dragging: Handle = Handle.NONE
var _drag_last: Vector2 = Vector2.ZERO
var _box_rect: Rect2 = Rect2()
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
func set_target(node: Node2D) -> void:
_target = node
queue_redraw()
func set_hover(node: Node2D) -> void:
_hovered = node
queue_redraw()
func set_enabled(enabled: bool) -> void:
_enabled = enabled
visible = enabled
queue_redraw()
func get_target() -> Node2D:
return _target
func set_box_rect(rect: Rect2) -> void:
_box_rect = rect
queue_redraw()
## Returns ROTATE if the cursor is on the rotate ring of the primary selection.
func hit_test(world_pos: Vector2) -> Handle:
if _target == null or not is_instance_valid(_target) or not _enabled:
return Handle.NONE
var rect := STAGE_SELECTION.get_world_aabb(_target)
var ring := _rotate_ring_radius(rect)
if absf(world_pos.distance_to(rect.get_center()) - ring) <= ROTATE_RING_TOLERANCE_PX / _zoom():
return Handle.ROTATE
return Handle.NONE
## Begins a rotate drag (used when the ring is clicked).
func begin_drag(world_pos: Vector2) -> void:
_dragging = hit_test(world_pos)
_drag_last = world_pos
## Begins a translate drag on `node` (used when an object body is clicked).
func begin_translate_drag(node: Node2D, world_pos: Vector2) -> void:
_target = node
_dragging = Handle.TRANSLATE
_drag_last = world_pos
func drag_to(world_pos: Vector2) -> void:
if _target == null or not is_instance_valid(_target) or _dragging == Handle.NONE:
return
var delta := world_pos - _drag_last
if _dragging == Handle.TRANSLATE:
_target.global_position += delta
if snap_size > 0.0:
_target.global_position = _snap(_target.global_position)
elif _dragging == Handle.ROTATE:
var center := STAGE_SELECTION.get_world_aabb(_target).get_center()
var before := (_drag_last - center).angle()
var after := (world_pos - center).angle()
_target.global_rotation += after - before
_drag_last = world_pos
queue_redraw()
func end_drag() -> void:
if _dragging != Handle.NONE and _target != null and is_instance_valid(_target):
transform_committed.emit(_target)
_dragging = Handle.NONE
func is_dragging() -> bool:
return _dragging != Handle.NONE
# ---------------------------------------------------------------------------
# Frame / drawing
# ---------------------------------------------------------------------------
func _process(_delta: float) -> void:
if _enabled and (_target != null or _hovered != null or _box_rect.has_area()):
queue_redraw()
func _draw() -> void:
if not _enabled:
return
var zoom := _zoom()
if _hovered != null and is_instance_valid(_hovered) and _hovered != _target:
draw_rect(STAGE_SELECTION.get_world_aabb(_hovered), HOVER_COLOR, false, HOVER_WIDTH / zoom)
if _target != null and is_instance_valid(_target):
var rect := STAGE_SELECTION.get_world_aabb(_target)
draw_rect(rect, SELECTION_COLOR, false, SELECTION_WIDTH / zoom)
draw_arc(rect.get_center(), _rotate_ring_radius(rect), 0.0, TAU, 64, ROTATE_COLOR, ROTATE_WIDTH / zoom, true)
if _box_rect.has_area():
draw_rect(_box_rect, HOVER_COLOR, false, HOVER_WIDTH / zoom)
# ---------------------------------------------------------------------------
# Internal helpers
# ---------------------------------------------------------------------------
func _zoom() -> float:
if camera != null and is_instance_valid(camera):
return maxf(camera.zoom.x, 0.0001)
return 1.0
func _rotate_ring_radius(rect: Rect2) -> float:
return rect.size.length() * 0.5 + ROTATE_HANDLE_MARGIN_PX / _zoom()
func _snap(v: Vector2) -> Vector2:
return Vector2(roundf(v.x / snap_size) * snap_size, roundf(v.y / snap_size) * snap_size)