Files
stickman/scripts/sandbox_stage.gd
T
ryan f208127917 feat: Implement Phase 4 Trigger Events System
- Added a new event-driven system for reactive storytelling, allowing rules like "When X happens, do Y."
- Introduced TriggerArea class for placeable sensors in the stage.
- Enhanced StickmanRig to emit signals for actions and arrivals.
- Updated StageDirectorVisuals to render rules visually with labels and badges.
- Modified StageSpawner to support spawning TriggerAreas.
- Improved text baseline calculations in speech bubbles and rule labels.
- Added tests for text baseline fixes to ensure proper rendering.
- Documented the implementation plan for Phase 4 in PHASE_4_TRIGGER_EVENTS.md.
- Created a polish plan for Phase 4 in PHASE_4b_POLISH.md.
2026-09-01 08:58:07 -04:00

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class_name SandboxStage
extends Node2D
## SandboxStage - Kid-friendly director sandbox stage (Phase 2).
##
## A self-contained visual stage for placing terrain, props and stickmen from a
## palette, with EDIT (build) and PLAY (simulate) modes. Selection uses geometric
## hit-testing; objects are dragged directly (no move handle) and rotated via a
## ring handle. A placement ghost previews the object under the cursor, and an
## optional snap-to-grid + grid overlay ease placement. NOT wired into the editor
## - run standalone via F6 on res://scenes/sandbox_stage.tscn.
# ---------------------------------------------------------------------------
# Preloaded helpers
# ---------------------------------------------------------------------------
const STAGE_SPAWNER := preload("res://scripts/stage_spawner.gd")
const STAGE_SELECTION := preload("res://scripts/stage_selection.gd")
const STAGE_GIZMOS := preload("res://scripts/stage_gizmos.gd")
const STAGE_GRID := preload("res://scripts/stage_grid.gd")
const STICKMAN_RIG := preload("res://scripts/stickman_rig.gd")
const STAGE_DIRECTOR_VISUALS := preload("res://scripts/stage_director_visuals.gd")
# ---------------------------------------------------------------------------
# Enums
# ---------------------------------------------------------------------------
enum StageMode { EDIT, PLAY }
## Phase 4 rule-builder state machine steps.
enum RuleStep { IDLE, SELECT_TRIGGER, TRIGGER_TARGET, SELECT_ACTION, ACTION_TARGET, ACTION_POSITION, PARAMS }
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
signal mode_changed(mode: int)
signal object_placed(node: Node2D)
signal object_selected(nodes: Array[Node2D])
signal object_deselected()
signal object_deleted(nodes: Array[Node2D])
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
const ZOOM_STEP: float = 1.10
const MIN_BOX_AREA: float = 16.0
const RAGDOLL_CONTAINER_NAME := "RagdollBodyContainer"
const SETTINGS_PATH := "user://sandbox_settings.json"
const DEFAULT_GRID_SIZE := 15.0
const MIN_GRID_SIZE := 1.0
const MAX_GRID_SIZE := 100.0
## Director action-popup item ids (Phase 3a).
const ACT_WALK := 0
const ACT_SPEAK := 1
const ACT_WAIT := 2
const ACT_RAGDOLL := 3
const ACT_RECOVER := 4
## Phase 4 rule-builder item ids. ACT_WHEN appends to the action popup; the
## TRIG_* ids drive the trigger sub-menu.
const ACT_WHEN := 5
const TRIG_ARRIVED := 0
const TRIG_ACTION_FINISHED := 1
const TRIG_SPEECH_FINISHED := 2
const TRIG_ENTERED_AREA := 3
const TRIG_COLLIDED := 4
const TRIG_BACK := 5
## Phase 4 "add another / done" popup item ids.
const RULE_MORE_ADD := 0
const RULE_MORE_DONE := 1
## Phase 4 "done" item id for the rule-action popup (edit mode only). Distinct
## from ACT_WALK..ACT_RECOVER (0..4) so it never collides with an action id.
const RULE_ACTION_DONE := 6
## Max distance (px) between an arrival event position and a rule's waypoint for
## the arrived_at_waypoint trigger to match.
const WAYPOINT_MATCH_EPSILON := 24.0
## Debug gate for the Phase 3a stage trace. Ship OFF.
const DEBUG_STAGE := false
## Prints a `[stage] `-prefixed message only when DEBUG_STAGE is on.
func _stage_dbg(msg: String) -> void:
if DEBUG_STAGE:
print("[stage] ", msg)
# ---------------------------------------------------------------------------
# Exported properties
# ---------------------------------------------------------------------------
@export var min_zoom: float = 0.1
@export var max_zoom: float = 6.0
# ---------------------------------------------------------------------------
# Node references
# ---------------------------------------------------------------------------
@onready var _camera: Camera2D = $Camera2D
@onready var _world: Node2D = $World
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var current_mode: StageMode = StageMode.EDIT
var _spawner: StageSpawner
var _selection: StageSelection
var _gizmos: StageGizmos
var _grid: StageGrid
var _placement_id: String = ""
var _mode_button: Button
var _palette_buttons: Dictionary = {}
var _status_label: Label
var _grid_check: CheckBox
var _snap_check: CheckBox
var _grid_size_spin: SpinBox
var _grid_size_label: Label
var _grid_size: float = DEFAULT_GRID_SIZE
var _snap_enabled: bool = false
var _show_grid: bool = true
var _panning: bool = false
var _pan_last: Vector2 = Vector2.ZERO
var _box_selecting: bool = false
var _box_start: Vector2 = Vector2.ZERO
var _box_rect: Rect2 = Rect2()
var _ghost: Node2D = null
var _ghost_holder: Node2D = null
## Authored object state (instance id -> {node, position, rotation}), updated on
## every place/move/rotate and restored when returning to EDIT.
var _authored: Dictionary = {}
## Physics frames remaining before re-asserting the authored restore (a safety
## net for engines where a same-frame freeze + teleport does not stick).
var _restore_frames_left: int = 0
# ---------------------------------------------------------------------------
# Director state (Phase 3a)
# ---------------------------------------------------------------------------
var _direct_mode: bool = false
var _direct_button: Button = null
var _action_popup: PopupMenu = null
var _context_rig: StickmanRig = null
var _pending_walk_target: bool = false
var _speak_dialog: AcceptDialog = null
var _speak_edit: LineEdit = null
var _wait_dialog: AcceptDialog = null
var _wait_spin: SpinBox = null
var _director_visuals = null # StageDirectorVisuals (preloaded)
var _nav_region: NavigationRegion2D = null
var _nav_dirty: bool = true
# ---------------------------------------------------------------------------
# Rule / event system state (Phase 4)
# ---------------------------------------------------------------------------
## Stored "When X -> do Y" rules. Persist across mode toggles; NOT saved to disk.
var _event_rules: Array[Dictionary] = []
var _next_rule_id: int = 0
## Rule-builder state machine.
var _rule_step: RuleStep = RuleStep.IDLE
var _rule_builder: Dictionary = {}
var _rule_context_rig: StickmanRig = null
var _rule_hint: String = ""
var _rule_editing_id: int = -1
## Rule-builder popups (built in _build_ui).
var _trigger_popup: PopupMenu = null
var _rule_action_popup: PopupMenu = null
var _rule_more_popup: PopupMenu = null
## Edge-trigger bookkeeping for the geometric engine, keyed "<area_id>:<node_id>"
## and "<rig_id>:<prop_id>".
var _area_overlap: Dictionary = {}
var _collision_pairs: Dictionary = {}
## Lightweight toast text + countdown (cleared in _process on expiry).
var _toast_text: String = ""
var _toast_timer: float = 0.0
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
_camera.make_current()
_load_settings()
_spawner = STAGE_SPAWNER.new(_world)
_selection = STAGE_SELECTION.new(_world, _camera)
_selection.selection_changed.connect(_on_selection_changed)
_selection.hover_changed.connect(_on_hover_changed)
_build_grid_layer()
_build_gizmo_layer()
_build_director_visuals()
_build_navigation()
_build_ghost_holder()
_build_ui()
_apply_grid_settings()
_refresh_status()
func _process(delta: float) -> void:
if _nav_dirty:
_nav_dirty = false
_rebake_navigation()
if _ghost != null and is_instance_valid(_ghost) and current_mode == StageMode.EDIT:
_update_ghost_position()
if _toast_timer > 0.0:
_toast_timer -= delta
if _toast_timer <= 0.0:
_toast_text = ""
_refresh_status()
func _physics_process(_delta: float) -> void:
if _restore_frames_left > 0:
_restore_frames_left -= 1
_restore_authored_state()
if current_mode == StageMode.PLAY:
_update_area_entry()
_update_stickman_prop_collision()
# ---------------------------------------------------------------------------
# Input
# ---------------------------------------------------------------------------
func _input(event: InputEvent) -> void:
if event is InputEventMagnifyGesture:
# Touchpad pinch zoom.
_set_zoom(_camera.zoom.x * (event as InputEventMagnifyGesture).factor)
elif event is InputEventPanGesture:
# Touchpad two-finger pan (delta is screen px; ×3 for speed parity).
_camera.position -= (event as InputEventPanGesture).delta * 3.0 / _camera.zoom.x
elif event is InputEventMouseButton:
_handle_mouse_button(event)
elif event is InputEventMouseMotion:
_handle_mouse_motion(event)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
_handle_world_click(event)
func _unhandled_key_input(event: InputEvent) -> void:
if not (event is InputEventKey) or not event.pressed or event.echo:
return
match event.keycode:
KEY_DELETE, KEY_BACKSPACE:
if current_mode == StageMode.EDIT:
delete_selected()
KEY_ESCAPE:
if _rule_step != RuleStep.IDLE:
_cancel_rule_build()
elif _pending_walk_target:
_pending_walk_target = false
_context_rig = null
_refresh_status()
elif _direct_mode:
_direct_mode = false
_direct_button.set_pressed_no_signal(false)
elif _placement_id != "":
set_placement_mode("")
elif not _selection.get_selected().is_empty():
_selection.clear_selection()
func _handle_mouse_button(mb: InputEventMouseButton) -> void:
match mb.button_index:
MOUSE_BUTTON_WHEEL_UP:
if mb.pressed:
_set_zoom(_camera.zoom.x * ZOOM_STEP)
MOUSE_BUTTON_WHEEL_DOWN:
if mb.pressed:
_set_zoom(_camera.zoom.x / ZOOM_STEP)
MOUSE_BUTTON_MIDDLE:
_panning = mb.pressed
_pan_last = mb.position
func _handle_world_click(mb: InputEventMouseButton) -> void:
if mb.button_index != MOUSE_BUTTON_LEFT:
return
if current_mode != StageMode.EDIT:
return
var world_pos := _camera.get_global_mouse_position()
# Rule-builder click routing is highest priority (Phase 4).
if _rule_step != RuleStep.IDLE:
if mb.pressed:
_handle_rule_click(world_pos)
return
# Rule label / delete icon hit-testing, before gizmo/placement/selection.
var rule_hit: Dictionary = _director_visuals.hit_test_rule(world_pos)
if not rule_hit.is_empty() and mb.pressed:
if rule_hit["part"] == "delete":
_delete_rule(int(rule_hit["id"]))
else:
_begin_edit_rule(int(rule_hit["id"]))
return
if _direct_mode:
if mb.pressed:
_handle_direct_click(world_pos)
return
if mb.pressed:
if _gizmos.hit_test(world_pos) != STAGE_GIZMOS.Handle.NONE:
_gizmos.begin_drag(world_pos)
elif _placement_id != "":
_place_at(world_pos)
else:
_begin_click_select(world_pos, mb.shift_pressed)
else:
if _gizmos.is_dragging():
_gizmos.end_drag()
elif _box_selecting:
_finish_box_select(mb.shift_pressed)
func _handle_mouse_motion(mm: InputEventMouseMotion) -> void:
if _panning:
_camera.position -= mm.relative / _camera.zoom.x
return
if current_mode != StageMode.EDIT:
return
var world_pos := _camera.get_global_mouse_position()
if _gizmos.is_dragging():
_gizmos.drag_to(world_pos)
elif _box_selecting:
_box_rect = Rect2(_box_start, world_pos - _box_start)
_gizmos.set_box_rect(_box_rect)
elif not _is_mouse_over_ui():
_selection.update_hover(world_pos)
# ---------------------------------------------------------------------------
# Mode management
# ---------------------------------------------------------------------------
func set_mode(mode: StageMode) -> void:
if mode == current_mode:
return
current_mode = mode
if mode == StageMode.EDIT:
_enter_edit_mode()
else:
_enter_play_mode()
mode_changed.emit(int(mode))
_refresh_status()
func _enter_edit_mode() -> void:
# Snap stickmen straight back to their standing pose/position (no stand-up
# tween glide), stopping any director queue first.
for node: Node2D in _world_children_selectable():
if node is STICKMAN_RIG:
var rig := node as STICKMAN_RIG
rig.stop_queue()
rig.snap_to_standing()
# Freeze every prop (kinematic) so nothing keeps falling in EDIT — including
# any object that may not be in the authored map. freeze_mode is set BEFORE
# freeze so the body freezes directly as kinematic, never via the static
# layer (whose transform sync can drop a subsequent position/rotation set).
for node: Node2D in _world_children_selectable():
if node is RigidBody2D:
var body := node as RigidBody2D
body.freeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC
body.freeze = true
_restore_authored_state()
# The freeze/teleport can take a physics frame or two to settle in the engine,
# so re-assert the authored transform on the next few physics frames.
_restore_frames_left = 3
_gizmos.set_enabled(true)
_director_visuals.set_enabled(true)
_apply_grid_settings()
_set_build_controls_visible(true)
# Clear edge-trigger state so PLAY overlaps do not leak stale results.
_area_overlap.clear()
_collision_pairs.clear()
func _enter_play_mode() -> void:
_gizmos.set_enabled(false)
_selection.clear_selection()
set_placement_mode("")
if _action_popup != null:
_action_popup.hide()
_pending_walk_target = false
_context_rig = null
_direct_mode = false
if _direct_button != null:
_direct_button.set_pressed_no_signal(false)
_director_visuals.set_enabled(false)
_apply_grid_settings()
_set_build_controls_visible(false)
# Clear edge-trigger state so PLAY overlaps start from a clean slate.
_area_overlap.clear()
_collision_pairs.clear()
for node: Node2D in _world_children_selectable():
if node is RigidBody2D:
(node as RigidBody2D).freeze = false
var rig_count := 0
for node: Node2D in _world_children_selectable():
if node is STICKMAN_RIG:
var rig := node as STICKMAN_RIG
rig.auto_recover = false
rig.start_queue()
rig_count += 1
_stage_dbg("PLAY rigs=%d" % rig_count)
func _save_object_state(node: Node2D) -> void:
_authored[node.get_instance_id()] = {
"node": node,
"position": node.global_position,
"rotation": node.global_rotation,
}
func _clear_object_state(node: Node2D) -> void:
_authored.erase(node.get_instance_id())
func _restore_authored_state() -> void:
for id: int in _authored.keys():
var entry: Dictionary = _authored[id]
var node := entry.get("node") as Node2D
if node == null or not is_instance_valid(node):
_authored.erase(id)
continue
node.global_position = entry.get("position", node.global_position)
node.global_rotation = entry.get("rotation", node.global_rotation)
if node is RigidBody2D:
var body := node as RigidBody2D
body.linear_velocity = Vector2.ZERO
body.angular_velocity = 0.0
# ---------------------------------------------------------------------------
# Placement
# ---------------------------------------------------------------------------
func set_placement_mode(id: String) -> void:
_placement_id = id
for pid: String in _palette_buttons:
var btn: Button = _palette_buttons[pid]
btn.set_pressed_no_signal(pid == id)
if id == "":
_free_ghost()
else:
_spawn_ghost()
func _place_at(world_pos: Vector2) -> void:
if _snap_enabled:
world_pos = _snap_to_grid(world_pos)
var node := _spawner.spawn(_placement_id, world_pos)
if node == null:
return
if current_mode == StageMode.EDIT and node is RigidBody2D:
var body := node as RigidBody2D
body.freeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC
body.freeze = true
_save_object_state(node)
if node is STICKMAN_RIG:
var rig := node as STICKMAN_RIG
rig.queue_changed.connect(_director_visuals.mark_dirty)
rig.arrived.connect(_on_rig_arrived.bind(rig))
rig.action_finished.connect(_on_rig_action_finished.bind(rig))
rig.speech_finished.connect(_on_rig_speech_finished.bind(rig))
_director_visuals.mark_dirty()
if node is PropBlock:
var prop := node as PropBlock
prop.collided.connect(_on_prop_collided.bind(prop))
if node is TerrainBlock:
_nav_dirty = true
object_placed.emit(node)
_refresh_status()
_spawn_ghost()
func _spawn_ghost() -> void:
_free_ghost()
if _placement_id == "":
return
var ghost := _spawner.spawn(_placement_id, Vector2.ZERO)
if ghost == null:
return
# Reparent out of World so the ghost is not selectable/counted.
if ghost.get_parent() == _world:
_world.remove_child(ghost)
_ghost_holder.add_child(ghost)
ghost.modulate = Color(1.0, 1.0, 1.0, 0.5)
if ghost is RigidBody2D:
var body := ghost as RigidBody2D
body.freeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC
body.freeze = true
body.collision_layer = 0
body.collision_mask = 0
elif ghost is StaticBody2D:
var sb := ghost as StaticBody2D
sb.collision_layer = 0
sb.collision_mask = 0
elif ghost is STICKMAN_RIG:
# Freeze the ghost rig into a static standing figure: disable IK solving
# and animation so its limbs don't flex/follow anything while the ghost
# tracks the cursor.
var rig := ghost as STICKMAN_RIG
var skeleton := rig.get_node_or_null(NodePath("Skeleton2D")) as Skeleton2D
if skeleton != null and skeleton.modification_stack != null:
skeleton.modification_stack.enabled = false
var anim := rig.get_node_or_null(NodePath("AnimationPlayer")) as AnimationPlayer
if anim != null:
anim.stop()
_ghost = ghost
_update_ghost_position()
func _free_ghost() -> void:
if _ghost != null and is_instance_valid(_ghost):
_ghost.queue_free()
_ghost = null
func _update_ghost_position() -> void:
if _ghost == null or not is_instance_valid(_ghost):
return
var pos := _camera.get_global_mouse_position() + _spawner.get_spawn_offset(_placement_id)
if _snap_enabled:
pos = _snap_to_grid(pos)
_ghost.position = pos
# ---------------------------------------------------------------------------
# Selection
# ---------------------------------------------------------------------------
func _begin_click_select(world_pos: Vector2, shift: bool) -> void:
var hit := _selection.hit_test(world_pos)
if hit != null:
if shift:
_selection.toggle_selection(hit)
if _selection.is_selected(hit):
_gizmos.begin_translate_drag(hit, world_pos)
elif _selection.is_selected(hit):
# Already selected: keep the whole selection and drag it together.
_gizmos.begin_translate_drag(hit, world_pos)
else:
_selection.select_only(hit)
_gizmos.begin_translate_drag(hit, world_pos)
else:
_box_selecting = true
_box_start = world_pos
_box_rect = Rect2(world_pos, Vector2.ZERO)
_gizmos.set_box_rect(_box_rect)
func _finish_box_select(shift: bool) -> void:
_box_selecting = false
_gizmos.set_box_rect(Rect2())
var rect := _box_rect.abs()
if rect.get_area() < MIN_BOX_AREA:
if not shift:
_selection.clear_selection()
else:
_selection.box_select(rect, shift)
# ---------------------------------------------------------------------------
# Deletion
# ---------------------------------------------------------------------------
func delete_selected() -> void:
var selected := _selection.get_selected().duplicate()
if selected.is_empty():
return
var nav_changed := false
for node: Node2D in selected:
if is_instance_valid(node):
if node is TerrainBlock:
nav_changed = true
_clear_object_state(node)
node.queue_free()
_cleanup_rules_for_nodes(selected)
_selection.clear_selection()
if nav_changed:
_nav_dirty = true
_director_visuals.mark_dirty()
object_deleted.emit(selected)
_refresh_status()
# ---------------------------------------------------------------------------
# Status / UI
# ---------------------------------------------------------------------------
func _refresh_status() -> void:
if _status_label == null:
return
var mode_text := "EDIT" if current_mode == StageMode.EDIT else "PLAY"
var count := _world_children_selectable().size()
var sel := _selection.get_selected()
var sel_text: String
if sel.is_empty():
sel_text = "none"
elif sel.size() == 1:
sel_text = String(sel[0].name)
else:
sel_text = "%d objects" % sel.size()
var text := "Mode: %s | Objects: %d | Selected: %s" % [mode_text, count, sel_text]
if _pending_walk_target:
text += " | Click stage for walk target (Esc to cancel)"
if _rule_step != RuleStep.IDLE and not _rule_hint.is_empty():
text += " | " + _rule_hint
if not _toast_text.is_empty():
text = _toast_text + " | " + text
_status_label.text = text
if _mode_button != null:
_mode_button.set_pressed_no_signal(current_mode == StageMode.PLAY)
_mode_button.text = "Play" if current_mode == StageMode.EDIT else "Edit"
func _build_ui() -> void:
var ui := CanvasLayer.new()
ui.name = "UI"
add_child(ui)
var top_bar := PanelContainer.new()
top_bar.set_anchors_and_offsets_preset(Control.PRESET_TOP_WIDE)
top_bar.offset_bottom = 40.0
ui.add_child(top_bar)
var hbox := HBoxContainer.new()
hbox.add_theme_constant_override("separation", 8)
top_bar.add_child(hbox)
_mode_button = Button.new()
_mode_button.toggle_mode = true
_mode_button.toggled.connect(_on_mode_toggled)
hbox.add_child(_mode_button)
for id: String in _spawner.get_spawnable_ids():
var btn := Button.new()
btn.text = _spawner.get_label(id)
btn.toggle_mode = true
btn.toggled.connect(_on_palette_toggled.bind(id))
hbox.add_child(btn)
_palette_buttons[id] = btn
_direct_button = Button.new()
_direct_button.text = "Direct"
_direct_button.toggle_mode = true
_direct_button.toggled.connect(_on_direct_toggled)
hbox.add_child(_direct_button)
_grid_check = CheckBox.new()
_grid_check.text = "Grid"
_grid_check.button_pressed = _show_grid
_grid_check.toggled.connect(_on_grid_toggled)
hbox.add_child(_grid_check)
_snap_check = CheckBox.new()
_snap_check.text = "Snap"
_snap_check.button_pressed = _snap_enabled
_snap_check.toggled.connect(_on_snap_toggled)
hbox.add_child(_snap_check)
_grid_size_label = Label.new()
_grid_size_label.text = "Size"
hbox.add_child(_grid_size_label)
_grid_size_spin = SpinBox.new()
_grid_size_spin.min_value = MIN_GRID_SIZE
_grid_size_spin.max_value = MAX_GRID_SIZE
_grid_size_spin.step = 1.0
_grid_size_spin.value = _grid_size
_grid_size_spin.rounded = true
_grid_size_spin.value_changed.connect(_on_grid_size_changed)
hbox.add_child(_grid_size_spin)
_status_label = Label.new()
_status_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_status_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
hbox.add_child(_status_label)
_action_popup = PopupMenu.new()
_action_popup.add_item("🚶 Walk To", ACT_WALK)
_action_popup.add_item("💬 Speak", ACT_SPEAK)
_action_popup.add_item("⏳ Wait", ACT_WAIT)
_action_popup.add_item("💥 Ragdoll", ACT_RAGDOLL)
_action_popup.add_item("🔄 Recover", ACT_RECOVER)
_action_popup.add_separator()
_action_popup.add_item("⚡ When...", ACT_WHEN)
_action_popup.id_pressed.connect(_on_action_popup_id_pressed)
ui.add_child(_action_popup)
_trigger_popup = PopupMenu.new()
_trigger_popup.add_item("📍 Arrives at a waypoint", TRIG_ARRIVED)
_trigger_popup.add_item("✅ Completes any action", TRIG_ACTION_FINISHED)
_trigger_popup.add_item("💬 Finishes speaking", TRIG_SPEECH_FINISHED)
_trigger_popup.add_item("🎯 Enters trigger area", TRIG_ENTERED_AREA)
_trigger_popup.add_item("💥 Collides with something", TRIG_COLLIDED)
_trigger_popup.add_separator()
_trigger_popup.add_item("⬅ Back to actions", TRIG_BACK)
_trigger_popup.id_pressed.connect(_on_trigger_popup_id_pressed)
ui.add_child(_trigger_popup)
_rule_action_popup = PopupMenu.new()
_rule_action_popup.add_item("🚶 Walk To", ACT_WALK)
_rule_action_popup.add_item("💬 Speak", ACT_SPEAK)
_rule_action_popup.add_item("⏳ Wait", ACT_WAIT)
_rule_action_popup.add_item("💥 Ragdoll", ACT_RAGDOLL)
_rule_action_popup.add_item("🔄 Recover", ACT_RECOVER)
_rule_action_popup.id_pressed.connect(_on_rule_action_popup_id_pressed)
ui.add_child(_rule_action_popup)
_rule_more_popup = PopupMenu.new()
_rule_more_popup.add_item(" Add another action", RULE_MORE_ADD)
_rule_more_popup.add_item("✅ Done", RULE_MORE_DONE)
_rule_more_popup.id_pressed.connect(_on_rule_more_id_pressed)
ui.add_child(_rule_more_popup)
_speak_dialog = AcceptDialog.new()
_speak_dialog.title = "Speak"
_speak_dialog.confirmed.connect(_on_speak_confirmed)
_speak_edit = LineEdit.new()
_speak_edit.placeholder_text = "Say something…"
_speak_edit.custom_minimum_size = Vector2(240.0, 0.0)
_speak_dialog.add_child(_speak_edit)
_speak_dialog.register_text_enter(_speak_edit)
ui.add_child(_speak_dialog)
_wait_dialog = AcceptDialog.new()
_wait_dialog.title = "Wait"
_wait_dialog.confirmed.connect(_on_wait_confirmed)
_wait_spin = SpinBox.new()
_wait_spin.min_value = 0.1
_wait_spin.max_value = 10.0
_wait_spin.step = 0.1
_wait_spin.value = 1.0
_wait_dialog.add_child(_wait_spin)
ui.add_child(_wait_dialog)
func _build_gizmo_layer() -> void:
_gizmos = STAGE_GIZMOS.new()
_gizmos.name = "GizmoLayer"
_gizmos.camera = _camera
_gizmos.transform_committed.connect(_on_transform_committed)
add_child(_gizmos)
func _build_grid_layer() -> void:
_grid = STAGE_GRID.new()
_grid.name = "GridLayer"
_grid.camera = _camera
add_child(_grid)
move_child(_grid, 0)
func _build_ghost_holder() -> void:
_ghost_holder = Node2D.new()
_ghost_holder.name = "PlacementGhost"
add_child(_ghost_holder)
func _build_director_visuals() -> void:
_director_visuals = STAGE_DIRECTOR_VISUALS.new()
_director_visuals.name = "DirectorVisualsLayer"
_director_visuals.camera = _camera
_director_visuals.world = _world
add_child(_director_visuals)
## Code-built NavigationRegion2D child of the stage (NOT World, so it is never
## selected/hit-tested). Sits at the stage origin; World is at identity so world
## coordinates equal region-local coordinates.
func _build_navigation() -> void:
_nav_region = NavigationRegion2D.new()
_nav_region.name = "NavigationRegion2D"
add_child(_nav_region)
_rebake_navigation()
## Rebuild the navigation mesh from every TerrainBlock child of World: each
## block's world-space polygon is convex-decomposed and fan-triangulated into
## one manual NavigationPolygon.
func _rebake_navigation() -> void:
if _nav_region == null or not is_instance_valid(_nav_region):
return
var verts := PackedVector2Array()
var triangles: Array[PackedInt32Array] = []
for child: Node in _world.get_children():
var block := child as TerrainBlock
if block == null:
continue
var pts := PackedVector2Array()
for p: Vector2 in block.polygon_points:
pts.append(block.transform * p)
var pieces := Geometry2D.decompose_polygon_in_convex(pts)
if pieces.is_empty():
pieces = [pts]
for piece: PackedVector2Array in pieces:
var base: int = verts.size()
verts.append_array(piece)
for i: int in range(1, piece.size() - 1):
triangles.append(PackedInt32Array([base, base + i, base + i + 1]))
var poly := NavigationPolygon.new()
poly.set_vertices(verts)
for tri: PackedInt32Array in triangles:
poly.add_polygon(tri)
_nav_region.navigation_polygon = poly
if DEBUG_STAGE:
print("[nav] baked verts=%d polys=%d" % [verts.size(), triangles.size()])
# ---------------------------------------------------------------------------
# Signal handlers
# ---------------------------------------------------------------------------
func _on_mode_toggled(pressed: bool) -> void:
set_mode(StageMode.PLAY if pressed else StageMode.EDIT)
func _on_palette_toggled(pressed: bool, id: String) -> void:
if pressed:
_direct_mode = false
if _direct_button != null:
_direct_button.set_pressed_no_signal(false)
set_placement_mode(id)
elif _placement_id == id:
set_placement_mode("")
func _on_grid_toggled(pressed: bool) -> void:
_show_grid = pressed
_apply_grid_settings()
_save_settings()
func _on_snap_toggled(pressed: bool) -> void:
_snap_enabled = pressed
_apply_grid_settings()
_save_settings()
func _on_grid_size_changed(value: float) -> void:
_grid_size = clampf(value, MIN_GRID_SIZE, MAX_GRID_SIZE)
_apply_grid_settings()
_save_settings()
func _on_selection_changed(nodes: Array[Node2D]) -> void:
_gizmos.set_targets(nodes)
if nodes.is_empty():
object_deselected.emit()
else:
object_selected.emit(nodes)
_refresh_status()
func _on_hover_changed(node: Node2D) -> void:
_gizmos.set_hover(node)
func _on_transform_committed(nodes: Array[Node2D]) -> void:
for node: Node2D in nodes:
_save_object_state(node)
if node is TerrainBlock:
_nav_dirty = true
# ---------------------------------------------------------------------------
# Director tool (Phase 3a)
# ---------------------------------------------------------------------------
func _on_direct_toggled(pressed: bool) -> void:
_direct_mode = pressed
if pressed:
set_placement_mode("")
_selection.clear_selection()
_pending_walk_target = false
_context_rig = null
_refresh_status()
func _handle_direct_click(world_pos: Vector2) -> void:
if _pending_walk_target and _context_rig != null and is_instance_valid(_context_rig):
_stage_dbg("walk_to captured target=(%.1f, %.1f)" % [world_pos.x, world_pos.y])
_context_rig.queue_action({ "type": "walk_to", "target": world_pos })
_pending_walk_target = false
_context_rig = null
_refresh_status()
return
var hit := _selection.hit_test(world_pos)
if hit is STICKMAN_RIG:
_context_rig = hit as StickmanRig
var mouse := get_viewport().get_mouse_position()
_action_popup.popup(Rect2i(Vector2i(mouse), Vector2i.ZERO))
func _on_action_popup_id_pressed(id: int) -> void:
if _context_rig == null or not is_instance_valid(_context_rig):
return
match id:
ACT_WALK:
_pending_walk_target = true
_refresh_status()
ACT_SPEAK:
_speak_edit.text = ""
_speak_dialog.popup_centered()
_speak_edit.grab_focus()
ACT_WAIT:
_wait_spin.value = 1.0
_wait_dialog.popup_centered()
ACT_RAGDOLL:
_context_rig.queue_action({ "type": "ragdoll" })
ACT_RECOVER:
_context_rig.queue_action({ "type": "recover" })
ACT_WHEN:
_rule_builder = {
"trigger": { "source": _context_rig.get_instance_id(), "target": -1, "params": {} },
"actions": [],
}
_rule_editing_id = -1
_rule_context_rig = _context_rig
_rule_step = RuleStep.SELECT_TRIGGER
_trigger_popup.popup(_mouse_popup_rect())
func _on_speak_confirmed() -> void:
if _rule_step == RuleStep.PARAMS:
_set_rule_action_params({ "text": _speak_edit.text, "duration": 2.0 })
_open_rule_more_popup()
return
if _context_rig == null or not is_instance_valid(_context_rig):
return
_context_rig.queue_action({ "type": "speak", "text": _speak_edit.text, "duration": 2.0 })
func _on_wait_confirmed() -> void:
if _rule_step == RuleStep.PARAMS:
_set_rule_action_params({ "duration": _wait_spin.value })
_open_rule_more_popup()
return
if _context_rig == null or not is_instance_valid(_context_rig):
return
_context_rig.queue_action({ "type": "wait", "duration": _wait_spin.value })
# ---------------------------------------------------------------------------
# Rule / event system (Phase 4)
# ---------------------------------------------------------------------------
## Popup rect at the current mouse position (used by every rule popup).
func _mouse_popup_rect() -> Rect2i:
var mouse := get_viewport().get_mouse_position()
return Rect2i(Vector2i(mouse), Vector2i.ZERO)
func _open_rule_action_popup() -> void:
_sync_rule_action_done_item()
_rule_action_popup.popup(_mouse_popup_rect())
## Shows the "✅ Done" item in the rule-action popup only while editing an
## existing rule (otherwise there is no way to save without adding an action).
func _sync_rule_action_done_item() -> void:
var idx: int = _rule_action_popup.get_item_index(RULE_ACTION_DONE)
var editing: bool = _rule_editing_id >= 0
if editing and idx < 0:
_rule_action_popup.add_item("✅ Done", RULE_ACTION_DONE)
elif not editing and idx >= 0:
_rule_action_popup.remove_item(idx)
func _open_rule_more_popup() -> void:
_rule_more_popup.popup(_mouse_popup_rect())
func _on_trigger_popup_id_pressed(id: int) -> void:
if id == TRIG_BACK:
_cancel_rule_build()
return
var trigger: Dictionary = _rule_builder.get("trigger", {})
trigger["type"] = _trigger_type_string(id)
_rule_builder["trigger"] = trigger
if id == TRIG_ARRIVED or id == TRIG_ENTERED_AREA or id == TRIG_COLLIDED:
_rule_step = RuleStep.TRIGGER_TARGET
match id:
TRIG_ARRIVED:
_rule_hint = "Click the waypoint to trigger on (Esc to cancel)"
TRIG_ENTERED_AREA:
_rule_hint = "Click the trigger area to watch (Esc to cancel)"
TRIG_COLLIDED:
_rule_hint = "Click the prop that will be collided with (Esc to cancel)"
_refresh_status()
else:
_rule_step = RuleStep.SELECT_ACTION
_open_rule_action_popup()
func _on_rule_action_popup_id_pressed(id: int) -> void:
if id == RULE_ACTION_DONE:
_finalize_rule()
return
var action := { "type": _action_type_string(id), "target": -1, "params": {} }
var actions: Array = _rule_builder.get("actions", [])
actions.append(action)
_rule_builder["actions"] = actions
_rule_step = RuleStep.ACTION_TARGET
_rule_hint = "Click the stickman who will %s (Esc to cancel)" % _action_verb(id)
_refresh_status()
func _on_rule_more_id_pressed(id: int) -> void:
match id:
RULE_MORE_ADD:
_rule_step = RuleStep.SELECT_ACTION
_open_rule_action_popup()
RULE_MORE_DONE:
_finalize_rule()
func _trigger_type_string(id: int) -> String:
match id:
TRIG_ARRIVED:
return "arrived_at_waypoint"
TRIG_ACTION_FINISHED:
return "action_finished"
TRIG_SPEECH_FINISHED:
return "speech_finished"
TRIG_ENTERED_AREA:
return "entered_area"
TRIG_COLLIDED:
return "collided"
_:
return ""
func _action_type_string(id: int) -> String:
match id:
ACT_WALK:
return "walk_to"
ACT_SPEAK:
return "speak"
ACT_WAIT:
return "wait"
ACT_RAGDOLL:
return "ragdoll"
ACT_RECOVER:
return "recover"
_:
return ""
func _action_verb(id: int) -> String:
match id:
ACT_WALK:
return "walk"
ACT_SPEAK:
return "speak"
ACT_WAIT:
return "wait"
ACT_RAGDOLL:
return "ragdoll"
ACT_RECOVER:
return "recover"
_:
return "act"
func _handle_rule_click(world_pos: Vector2) -> void:
match _rule_step:
RuleStep.TRIGGER_TARGET:
_handle_trigger_target_click(world_pos)
RuleStep.ACTION_TARGET:
_handle_action_target_click(world_pos)
RuleStep.ACTION_POSITION:
_handle_action_position_click(world_pos)
func _handle_trigger_target_click(world_pos: Vector2) -> void:
var trigger: Dictionary = _rule_builder.get("trigger", {})
match String(trigger.get("type", "")):
"arrived_at_waypoint":
var wp: Vector2 = _director_visuals.hit_test_waypoint(world_pos)
if wp.is_finite():
trigger["params"] = { "waypoint_pos": wp }
trigger["target"] = -1
_rule_builder["trigger"] = trigger
_rule_step = RuleStep.SELECT_ACTION
_open_rule_action_popup()
else:
_rule_hint = "Click a waypoint dot (Esc to cancel)"
_refresh_status()
"entered_area":
var hit := _selection.hit_test(world_pos)
if hit is TriggerArea:
trigger["target"] = hit.get_instance_id()
_rule_builder["trigger"] = trigger
_rule_step = RuleStep.SELECT_ACTION
_open_rule_action_popup()
else:
_rule_hint = "Click a trigger area (Esc to cancel)"
_refresh_status()
"collided":
var hit2 := _selection.hit_test(world_pos)
if hit2 is PropBlock:
trigger["target"] = hit2.get_instance_id()
_rule_builder["trigger"] = trigger
_rule_step = RuleStep.SELECT_ACTION
_open_rule_action_popup()
else:
_rule_hint = "Click the prop that will be collided with (Esc to cancel)"
_refresh_status()
func _handle_action_target_click(world_pos: Vector2) -> void:
var hit := _selection.hit_test(world_pos)
if not (hit is STICKMAN_RIG):
_refresh_status()
return
var actions: Array = _rule_builder.get("actions", [])
if actions.is_empty():
return
var action: Dictionary = actions[actions.size() - 1]
action["target"] = (hit as StickmanRig).get_instance_id()
actions[actions.size() - 1] = action
_rule_builder["actions"] = actions
match String(action.get("type", "")):
"walk_to":
_rule_step = RuleStep.ACTION_POSITION
_rule_hint = "Click where %s should walk (Esc to cancel)" % String(hit.name)
_refresh_status()
"speak":
_rule_step = RuleStep.PARAMS
_speak_edit.text = ""
_speak_dialog.popup_centered()
_speak_edit.grab_focus()
"wait":
_rule_step = RuleStep.PARAMS
_wait_spin.value = 1.0
_wait_dialog.popup_centered()
_:
# ragdoll / recover need no params.
_open_rule_more_popup()
func _handle_action_position_click(world_pos: Vector2) -> void:
if _snap_enabled:
world_pos = _snap_to_grid(world_pos)
var actions: Array = _rule_builder.get("actions", [])
if actions.is_empty():
return
var action: Dictionary = actions[actions.size() - 1]
var params: Dictionary = action.get("params", {})
params["target"] = world_pos
action["params"] = params
actions[actions.size() - 1] = action
_rule_builder["actions"] = actions
_open_rule_more_popup()
## Writes dialog-confirmed params onto the last action in the builder.
func _set_rule_action_params(params: Dictionary) -> void:
var actions: Array = _rule_builder.get("actions", [])
if actions.is_empty():
return
var action: Dictionary = actions[actions.size() - 1]
action["params"] = params
actions[actions.size() - 1] = action
_rule_builder["actions"] = actions
func _finalize_rule() -> void:
var rule: Dictionary = _rule_builder.duplicate(true)
if _rule_editing_id >= 0:
# Replace the existing rule in place (same index).
var idx := -1
for i: int in _event_rules.size():
if int(_event_rules[i].get("id", -1)) == _rule_editing_id:
idx = i
break
if idx >= 0:
rule["id"] = _rule_editing_id
_event_rules[idx] = rule
_show_toast("Rule updated!")
else:
rule["id"] = _next_rule_id
_next_rule_id += 1
_event_rules.append(rule)
_show_toast("Rule created!")
else:
rule["id"] = _next_rule_id
_next_rule_id += 1
_event_rules.append(rule)
_show_toast("Rule created!")
_director_visuals.set_rules(_event_rules)
_reset_rule_builder()
_refresh_status()
func _cancel_rule_build() -> void:
_reset_rule_builder()
if _trigger_popup != null:
_trigger_popup.hide()
if _rule_action_popup != null:
_rule_action_popup.hide()
if _rule_more_popup != null:
_rule_more_popup.hide()
_refresh_status()
func _reset_rule_builder() -> void:
_rule_step = RuleStep.IDLE
_rule_builder = {}
_rule_context_rig = null
_rule_hint = ""
_rule_editing_id = -1
func _delete_rule(id: int) -> void:
var before := _event_rules.size()
_event_rules = _event_rules.filter(func(r): return int(r.get("id", -1)) != id)
if _event_rules.size() != before:
_director_visuals.set_rules(_event_rules)
_refresh_status()
## Re-enters the builder at SELECT_ACTION pre-populated from the stored rule
## (trigger edits are delete + rebuild, per the approved design).
func _begin_edit_rule(id: int) -> void:
for rule: Dictionary in _event_rules:
if int(rule.get("id", -1)) != id:
continue
var trigger: Dictionary = (rule.get("trigger", {}) as Dictionary).duplicate(true)
var actions: Array = []
for a: Dictionary in rule.get("actions", []):
actions.append(a.duplicate(true))
_rule_builder = { "trigger": trigger, "actions": actions }
_rule_editing_id = id
var source_id := int(trigger.get("source", -1))
if source_id >= 0:
var src := instance_from_id(source_id)
if src is StickmanRig:
_rule_context_rig = src
_rule_step = RuleStep.SELECT_ACTION
_open_rule_action_popup()
return
## True when any of trigger.source / trigger.target / an action.target is in ids.
func _rule_references_any(rule: Dictionary, ids: Array[int]) -> bool:
var trigger: Dictionary = rule.get("trigger", {})
if ids.has(int(trigger.get("source", -1))):
return true
if ids.has(int(trigger.get("target", -1))):
return true
for a: Dictionary in rule.get("actions", []):
if ids.has(int(a.get("target", -1))):
return true
return false
func _cleanup_rules_for_nodes(nodes: Array[Node2D]) -> void:
var ids: Array[int] = []
for n: Node2D in nodes:
ids.append(n.get_instance_id())
_event_rules = _event_rules.filter(func(r): return not _rule_references_any(r, ids))
_director_visuals.set_rules(_event_rules)
# ---------------------------------------------------------------------------
# Event engine (Phase 4)
# ---------------------------------------------------------------------------
func _on_rig_arrived(target: Vector2, rig: StickmanRig) -> void:
_handle_event({ "type": "arrived_at_waypoint", "source": rig, "target": null, "position": target, "action": {} })
func _on_rig_action_finished(action: Dictionary, _index: int, rig: StickmanRig) -> void:
_handle_event({ "type": "action_finished", "source": rig, "target": null, "position": rig.global_position, "action": action })
func _on_rig_speech_finished(rig: StickmanRig) -> void:
_handle_event({ "type": "speech_finished", "source": rig, "target": null, "position": rig.global_position, "action": {} })
func _on_prop_collided(other: Node, prop: PropBlock) -> void:
_handle_event({ "type": "collided", "source": prop, "target": other, "position": prop.global_position, "action": {} })
## Iterates every rule in order; every matching rule executes (no short-circuit).
func _handle_event(event: Dictionary) -> void:
for rule: Dictionary in _event_rules:
if _rule_matches(rule, event):
_execute_rule_actions(rule)
func _rule_matches(rule: Dictionary, event: Dictionary) -> bool:
var trigger: Dictionary = rule.get("trigger", {})
var rule_type := String(trigger.get("type", ""))
if rule_type != String(event.get("type", "")):
return false
var source := event.get("source") as Node2D
var target := event.get("target") as Node2D
var source_id := int(trigger.get("source", -1))
var target_id := int(trigger.get("target", -1))
match rule_type:
"arrived_at_waypoint":
if not _ids_match(source_id, source):
return false
var params: Dictionary = trigger.get("params", {})
var waypoint: Vector2 = params.get("waypoint_pos", Vector2.INF)
return (event.get("position", Vector2.INF) as Vector2).distance_to(waypoint) <= WAYPOINT_MATCH_EPSILON
"action_finished":
if not _ids_match(source_id, source):
return false
var trig_params: Dictionary = trigger.get("params", {})
var want := String(trig_params.get("action_type", ""))
var action: Dictionary = event.get("action", {})
return want.is_empty() or want == String(action.get("type", ""))
"speech_finished":
return _ids_match(source_id, source)
"entered_area":
return _ids_match(target_id, target)
"collided":
return _ids_match(source_id, source) and _ids_match(target_id, target)
_:
return false
func _ids_match(a: int, b: Node2D) -> bool:
return a == -1 or (b != null and is_instance_valid(b) and b.get_instance_id() == a)
func _execute_rule_actions(rule: Dictionary) -> void:
for a: Dictionary in rule.get("actions", []):
var rig := instance_from_id(int(a.get("target", -1))) as StickmanRig
if rig == null or not is_instance_valid(rig):
continue
rig.enqueue_reactive([_action_for_rig(a)])
## Converts a rule action into the queue-action shape the runner understands.
func _action_for_rig(a: Dictionary) -> Dictionary:
var params: Dictionary = a.get("params", {})
var out: Dictionary = { "type": String(a.get("type", "")) }
match String(a.get("type", "")):
"walk_to":
out["target"] = params.get("target", Vector2.ZERO)
"speak":
out["text"] = String(params.get("text", ""))
out["duration"] = float(params.get("duration", 2.0))
"wait":
out["duration"] = float(params.get("duration", 0.0))
return out
## Geometric overlap: TriggerArea children vs ANIMATED stickmen + unfrozen props.
## Edge-triggered on entry; emits an entered_area event per new overlap.
func _update_area_entry() -> void:
var areas: Array[TriggerArea] = []
for child: Node in _world.get_children():
if child is TriggerArea:
areas.append(child as TriggerArea)
if areas.is_empty():
return
var movables: Array[Node2D] = []
for node: Node2D in _world_children_selectable():
if node is STICKMAN_RIG:
var rig := node as STICKMAN_RIG
if rig.state == StickmanRig.RigState.ANIMATED:
movables.append(rig)
elif node is PropBlock and not (node as PropBlock).freeze:
movables.append(node)
for area: TriggerArea in areas:
var area_rect := (area.global_transform * area.get_area_rect()).abs()
for node: Node2D in movables:
var point := _movable_point(node)
var key := "%d:%d" % [area.get_instance_id(), node.get_instance_id()]
var inside: bool = area_rect.has_point(point)
var was: bool = bool(_area_overlap.get(key, false))
if inside and not was:
_area_overlap[key] = true
_handle_event({ "type": "entered_area", "source": node, "target": area, "position": point, "action": {} })
elif not inside and was:
_area_overlap[key] = false
## Geometric stickman-vs-prop collision (ANIMATED rigs x unfrozen props),
## edge-triggered via the prop's world AABB containing the rig's feet/root point.
func _update_stickman_prop_collision() -> void:
var rigs: Array[StickmanRig] = []
var props: Array[PropBlock] = []
for node: Node2D in _world_children_selectable():
if node is STICKMAN_RIG:
var rig := node as STICKMAN_RIG
if rig.state == StickmanRig.RigState.ANIMATED:
rigs.append(rig)
elif node is PropBlock and not (node as PropBlock).freeze:
props.append(node as PropBlock)
for rig: StickmanRig in rigs:
for prop: PropBlock in props:
var key := "%d:%d" % [rig.get_instance_id(), prop.get_instance_id()]
var feet: Vector2 = rig.global_position - StickmanRig.FOOT_OFFSET
var overlap: bool = STAGE_SELECTION.get_world_aabb(prop).has_point(feet)
var was: bool = bool(_collision_pairs.get(key, false))
if overlap and not was:
_collision_pairs[key] = true
_handle_event({ "type": "collided", "source": rig, "target": prop, "position": rig.global_position, "action": {} })
elif not overlap and was:
_collision_pairs[key] = false
## Stickman point = feet (root - FOOT_OFFSET); prop point = global position.
func _movable_point(node: Node2D) -> Vector2:
if node is STICKMAN_RIG:
return node.global_position - StickmanRig.FOOT_OFFSET
return node.global_position
func _show_toast(msg: String) -> void:
_toast_text = msg
_toast_timer = 2.0
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
func _set_zoom(value: float) -> void:
var z := clampf(value, min_zoom, max_zoom)
var old_zoom := _camera.zoom.x
if is_equal_approx(z, old_zoom):
return
var mouse_world := _camera.get_global_mouse_position()
_camera.zoom = Vector2(z, z)
_camera.position = mouse_world - (mouse_world - _camera.position) * (old_zoom / z)
func _is_mouse_over_ui() -> bool:
return get_viewport().gui_get_hovered_control() != null
func _snap_to_grid(v: Vector2) -> Vector2:
if _grid_size <= 0.0:
return v
return Vector2(roundf(v.x / _grid_size) * _grid_size, roundf(v.y / _grid_size) * _grid_size)
func _apply_grid_settings() -> void:
if _grid != null:
_grid.grid_size = _grid_size
_grid.enabled = _show_grid
_grid.visible = _show_grid and current_mode == StageMode.EDIT
if _gizmos != null:
_gizmos.snap_size = _grid_size if _snap_enabled else 0.0
func _set_build_controls_visible(visible: bool) -> void:
for btn: Button in _palette_buttons.values():
btn.visible = visible
if _grid_check != null:
_grid_check.visible = visible
if _snap_check != null:
_snap_check.visible = visible
if _grid_size_spin != null:
_grid_size_spin.visible = visible
if _grid_size_label != null:
_grid_size_label.visible = visible
if _direct_button != null:
_direct_button.visible = visible
## Direct Node2D children of World, excluding the ragdoll body container.
func _world_children_selectable() -> Array[Node2D]:
var result: Array[Node2D] = []
for child: Node in _world.get_children():
var node := child as Node2D
if node == null:
continue
if node.name == RAGDOLL_CONTAINER_NAME:
continue
result.append(node)
return result
# ---------------------------------------------------------------------------
# Settings persistence
# ---------------------------------------------------------------------------
func _load_settings() -> void:
if not FileAccess.file_exists(SETTINGS_PATH):
return
var file := FileAccess.open(SETTINGS_PATH, FileAccess.READ)
if file == null:
return
var json: Variant = JSON.parse_string(file.get_as_text())
file.close()
if not json is Dictionary:
return
var d := json as Dictionary
_grid_size = float(d.get("grid_size", DEFAULT_GRID_SIZE))
_grid_size = clampf(_grid_size, MIN_GRID_SIZE, MAX_GRID_SIZE)
_snap_enabled = bool(d.get("snap_to_grid", false))
_show_grid = bool(d.get("show_grid", true))
func _save_settings() -> void:
var data := {
"version": "1.0",
"grid_size": _grid_size,
"snap_to_grid": _snap_enabled,
"show_grid": _show_grid,
}
var file := FileAccess.open(SETTINGS_PATH, FileAccess.WRITE)
if file:
file.store_string(JSON.stringify(data, "\t", false))
file.close()