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# Card Framework API Reference
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Complete API reference for the Godot 4.x Card Framework addon. This framework provides a modular system for creating 2D card games with drag-and-drop functionality, flexible container management, and extensible card factories.
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## Table of Contents
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- [Configuration](#configuration)
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- [CardFrameworkSettings](#cardframeworksettings)
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- [Core Classes](#core-classes)
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- [CardManager](#cardmanager)
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- [Card](#card)
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- [CardContainer](#cardcontainer)
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- [CardFactory](#cardfactory)
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- [JsonCardFactory](#jsoncardfactory)
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- [Specialized Containers](#specialized-containers)
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- [Pile](#pile)
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- [Hand](#hand)
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- [Supporting Classes](#supporting-classes)
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- [DraggableObject](#draggableobject)
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- [DropZone](#dropzone)
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- [HistoryElement](#historyelement)
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---
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## Configuration
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### CardFrameworkSettings
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**Extends:** `RefCounted`
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Centralized configuration constants for all Card Framework components. This class provides consistent default values without requiring Autoload, allowing components to reference framework-wide constants directly.
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#### Animation Constants
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| Constant | Type | Value | Description |
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|----------|------|-------|-------------|
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| `ANIMATION_MOVE_SPEED` | `float` | `2000.0` | Speed of card movement animations in pixels per second |
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| `ANIMATION_HOVER_DURATION` | `float` | `0.10` | Duration of hover animations in seconds |
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| `ANIMATION_HOVER_SCALE` | `float` | `1.1` | Scale multiplier applied during hover effects |
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| `ANIMATION_HOVER_ROTATION` | `float` | `0.0` | Rotation in degrees applied during hover effects |
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#### Physics Constants
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| Constant | Type | Value | Description |
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|----------|------|-------|-------------|
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| `PHYSICS_HOVER_DISTANCE` | `float` | `10.0` | Distance threshold for hover detection in pixels |
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| `PHYSICS_CARD_HOVER_DISTANCE` | `float` | `30.0` | Distance cards move up during hover in pixels |
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#### Visual Layout Constants
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| Constant | Type | Value | Description |
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|----------|------|-------|-------------|
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| `VISUAL_DRAG_Z_OFFSET` | `int` | `1000` | Z-index offset applied to cards during drag operations |
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| `VISUAL_PILE_Z_INDEX` | `int` | `3000` | Z-index for pile cards to ensure proper layering |
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| `VISUAL_SENSOR_Z_INDEX` | `int` | `-1000` | Z-index for drop zone sensors (below everything) |
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| `VISUAL_OUTLINE_Z_INDEX` | `int` | `1200` | Z-index for debug outlines (above UI) |
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#### Container Layout Constants
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| Constant | Type | Value | Description |
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|----------|------|-------|-------------|
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| `LAYOUT_DEFAULT_CARD_SIZE` | `Vector2` | `Vector2(150, 210)` | Default card size used throughout the framework |
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| `LAYOUT_STACK_GAP` | `int` | `8` | Distance between stacked cards in piles |
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| `LAYOUT_MAX_STACK_DISPLAY` | `int` | `6` | Maximum cards to display in stack before hiding |
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| `LAYOUT_MAX_HAND_SIZE` | `int` | `10` | Maximum number of cards in hand containers |
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| `LAYOUT_MAX_HAND_SPREAD` | `int` | `700` | Maximum pixel spread for hand arrangements |
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#### Debug Constants
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| Constant | Type | Value | Description |
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|----------|------|-------|-------------|
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| `DEBUG_OUTLINE_COLOR` | `Color` | `Color(1, 0, 0, 1)` | Color used for sensor outlines and debug indicators |
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#### Usage
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```gdscript
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# Reference constants directly in component @export variables
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@export var moving_speed: int = CardFrameworkSettings.ANIMATION_MOVE_SPEED
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@export var hover_distance: int = CardFrameworkSettings.PHYSICS_HOVER_DISTANCE
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# Or use in code
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z_index = stored_z_index + CardFrameworkSettings.VISUAL_DRAG_Z_OFFSET
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```
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---
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## Core Classes
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### CardManager
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**Extends:** `Control`
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The central orchestrator for all card game operations. Manages card containers, handles drag-and-drop operations, and maintains game history for undo functionality.
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#### Properties
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| Property | Type | Default | Description |
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|----------|------|---------|-------------|
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| `card_size` | `Vector2` | `Vector2(150, 210)` | Default size for all cards in the game |
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| `card_factory_scene` | `PackedScene` | - | Scene containing the CardFactory implementation |
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| `debug_mode` | `bool` | `false` | Enables visual debugging for drop zones |
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#### Methods
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##### undo() -> void
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Undoes the last card movement operation by restoring cards to their previous container.
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```gdscript
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card_manager.undo()
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```
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##### reset_history() -> void
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Clears all stored history elements, preventing further undo operations.
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```gdscript
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card_manager.reset_history()
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```
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#### Internal Methods
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These methods are called automatically by the framework:
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- `_add_card_container(id: int, card_container: CardContainer)` - Registers a container
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- `_delete_card_container(id: int)` - Unregisters a container
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- `_on_drag_dropped(cards: Array)` - Handles completed drag operations
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- `_add_history(to: CardContainer, cards: Array)` - Records movement for undo
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---
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### Card
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**Extends:** `DraggableObject`
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Represents an individual playing card with front/back faces and interaction capabilities.
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#### Properties
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| Property | Type | Default | Description |
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|----------|------|---------|-------------|
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| `card_name` | `String` | `""` | Unique identifier for the card |
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| `card_size` | `Vector2` | `Vector2(150, 210)` | Dimensions of the card |
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| `front_image` | `Texture2D` | - | Texture for card front face |
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| `back_image` | `Texture2D` | - | Texture for card back face |
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| `show_front` | `bool` | `true` | Whether front face is visible |
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#### Variables
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| Variable | Type | Description |
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|----------|------|-------------|
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| `card_info` | `Dictionary` | Additional card data from JSON |
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| `card_container` | `CardContainer` | Container currently holding this card |
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#### Methods
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##### set_faces(front_face: Texture2D, back_face: Texture2D) -> void
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Sets both front and back textures for the card.
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```gdscript
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card.set_faces(front_texture, back_texture)
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```
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##### return_card() -> void
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Returns card to its original position with no rotation.
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```gdscript
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card.return_card()
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```
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##### start_hovering() -> void
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Initiates hover effect, raising card visually and adjusting global hover count.
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```gdscript
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card.start_hovering()
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```
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##### end_hovering(restore_object_position: bool) -> void
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Ends hover effect and optionally restores position.
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```gdscript
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card.end_hovering(true) # Restore position
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card.end_hovering(false) # Keep current position
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```
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##### set_holding() -> void
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*[Deprecated]* Legacy method for setting holding state. Use state machine transitions instead.
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```gdscript
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card.set_holding() # Put card into holding state
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```
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##### get_string() -> String
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Returns string representation of the card for debugging.
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```gdscript
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var card_info = card.get_string() # Returns card_name
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```
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#### Static Variables
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| Variable | Type | Description |
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|----------|------|-------------|
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| `hovering_card_count` | `int` | Global count of currently hovering cards |
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---
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### CardContainer
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**Extends:** `Control`
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Abstract base class for all card containers. Provides core functionality for holding, managing, and organizing cards with drag-and-drop support.
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#### Drop Zone Properties
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| Property | Type | Default | Description |
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|----------|------|---------|-------------|
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| `enable_drop_zone` | `bool` | `true` | Enables drop zone functionality |
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| `sensor_size` | `Vector2` | `Vector2(0, 0)` | Size of drop sensor (follows card_size if unset) |
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| `sensor_position` | `Vector2` | `Vector2(0, 0)` | Position offset for drop sensor |
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| `sensor_texture` | `Texture` | - | Visual texture for sensor (debugging) |
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| `sensor_visibility` | `bool` | `false` | Whether sensor is visible |
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#### Variables
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| Variable | Type | Description |
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|----------|------|-------------|
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| `unique_id` | `int` | Auto-generated unique identifier |
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| `cards_node` | `Control` | Node containing all card children |
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| `card_manager` | `CardManager` | Reference to parent CardManager |
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| `debug_mode` | `bool` | Debug mode state from CardManager |
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#### Core Methods
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##### add_card(card: Card, index: int = -1) -> void
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Adds a card to the container at specified index (-1 for end).
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```gdscript
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container.add_card(my_card) # Add to end
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container.add_card(my_card, 0) # Add to beginning
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```
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##### remove_card(card: Card) -> bool
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Removes a card from the container. Returns true if successful.
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```gdscript
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var success = container.remove_card(my_card)
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```
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##### has_card(card: Card) -> bool
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Checks if container holds the specified card.
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```gdscript
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if container.has_card(my_card):
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print("Card is in this container")
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```
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##### get_card_count() -> int
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Returns the number of cards currently in the container.
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```gdscript
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var count = container.get_card_count()
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print("Container has %d cards" % count)
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```
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##### clear_cards() -> void
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Removes all cards from the container.
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```gdscript
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container.clear_cards()
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```
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##### move_cards(cards: Array, index: int = -1, with_history: bool = true) -> bool
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Moves multiple cards to this container with optional history tracking.
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```gdscript
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var cards_to_move = [card1, card2, card3]
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container.move_cards(cards_to_move, 0, true) # Move to beginning with history
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```
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##### shuffle() -> void
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Randomly shuffles all cards in the container using Fisher-Yates algorithm.
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```gdscript
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deck_container.shuffle()
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```
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##### undo(cards: Array, from_indices: Array = []) -> void
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Restores cards to their original positions with index precision. Supports both simple restoration and precise index-based positioning for complex undo scenarios.
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**Parameters:**
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- `cards`: Array of cards to restore to this container
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- `from_indices`: Optional array of original indices for precise positioning (since v1.1.4)
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**Features:**
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- **Adaptive Algorithm**: Automatically detects consecutive vs non-consecutive card groups
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- **Order Preservation**: Maintains correct card order for bulk consecutive moves
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- **Fallback Safety**: Gracefully handles missing or invalid index data
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```gdscript
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# Simple undo (backward compatible)
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source_container.undo([card1, card2])
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# Precise index-based undo (new in v1.1.4)
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source_container.undo([card1, card2, card3], [0, 1, 2])
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# Handles complex scenarios automatically
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hand_container.undo(moved_cards, original_indices)
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```
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#### Drop Zone Methods
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##### check_card_can_be_dropped(cards: Array) -> bool
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Determines if the provided cards can be dropped into this container.
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```gdscript
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if container.check_card_can_be_dropped([my_card]):
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# Cards can be dropped here
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```
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##### get_partition_index() -> int
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Gets the drop partition index based on mouse position. Returns -1 if no partitioning.
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```gdscript
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var drop_index = container.get_partition_index()
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```
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#### Event Handlers
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##### on_card_move_done(_card: Card) -> void
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Called when a card finishes moving. Override in subclasses for custom behavior.
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```gdscript
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func on_card_move_done(card: Card):
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print("Card movement completed: ", card.card_name)
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```
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##### on_card_pressed(_card: Card) -> void
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Called when a card in this container is pressed. Override for custom behavior.
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```gdscript
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func on_card_pressed(card: Card):
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print("Card pressed: ", card.card_name)
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```
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#### Utility Methods
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##### hold_card(card: Card) -> void
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Puts a card into holding state, preparing it for drag operations.
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```gdscript
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container.hold_card(my_card) # Put card into holding state
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```
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##### get_string() -> String
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Returns string representation for debugging.
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```gdscript
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print(container.get_string()) # "card_container: 1"
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```
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#### Abstract Methods
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These methods should be overridden in subclasses:
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##### update_card_ui() -> void
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Updates visual positioning and appearance of all cards.
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##### _card_can_be_added(_cards: Array) -> bool
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Returns true if the specified cards can be added to this container. Base implementation always returns true.
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##### _update_target_positions() -> void
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Calculates and applies target positions for all cards.
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##### _update_target_z_index() -> void
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Updates Z-index layering for all cards.
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---
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### CardFactory
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**Extends:** `Node`
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Abstract base class for creating cards. Implement this class to define custom card creation logic.
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#### Variables
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| Variable | Type | Description |
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|----------|------|-------------|
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| `preloaded_cards` | `Dictionary` | Cache for card data to improve performance |
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| `card_size` | `Vector2` | Size to apply to created cards |
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#### Abstract Methods
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##### create_card(card_name: String, target: CardContainer) -> Card
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Creates and returns a new card instance. Must be implemented by subclasses.
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```gdscript
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# In your custom factory:
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func create_card(card_name: String, target: CardContainer) -> Card:
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var new_card = card_scene.instantiate()
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# Configure card...
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return new_card
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```
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##### preload_card_data() -> void
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Preloads card data for improved performance. Called automatically by CardManager.
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```gdscript
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func preload_card_data() -> void:
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# Load and cache card data
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pass
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```
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---
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### JsonCardFactory
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||||
**Extends:** `CardFactory`
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Concrete implementation of CardFactory that creates cards from JSON metadata and image assets.
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||||
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||||
#### Properties
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| Property | Type | Description |
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|----------|------|-------------|
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| `default_card_scene` | `PackedScene` | Base card scene to instantiate |
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| `card_asset_dir` | `String` | Directory containing card image files |
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| `card_info_dir` | `String` | Directory containing JSON card definitions |
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| `back_image` | `Texture2D` | Common back face texture for all cards |
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||||
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||||
#### Methods
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|
||||
##### create_card(card_name: String, target: CardContainer) -> Card
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||||
Creates a card from JSON data and image assets.
|
||||
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||||
```gdscript
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var my_card = factory.create_card("ace_of_spades", target_container)
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```
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||||
|
||||
The factory looks for:
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||||
- JSON file: `{card_info_dir}/{card_name}.json`
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||||
- Image file: `{card_asset_dir}/{front_image}` (from JSON)
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||||
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#### JSON Card Format
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||||
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||||
Cards are defined using JSON files with the following structure:
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||||
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||||
```json
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{
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"name": "ace_of_spades",
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"front_image": "cardSpadesA.png",
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"suit": "spades",
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"value": "A",
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||||
"custom_property": "additional_data"
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}
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```
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||||
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||||
**Required fields:**
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||||
- `front_image`: Filename of the card's front face image
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||||
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||||
**Optional fields:**
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- `name`: Display name for the card
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||||
- Any additional properties for game-specific logic
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||||
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||||
---
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||||
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||||
## Specialized Containers
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||||
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||||
### Pile
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||||
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||||
**Extends:** `CardContainer`
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||||
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||||
A container that stacks cards in a pile formation with configurable direction and display options.
|
||||
|
||||
#### Enums
|
||||
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||||
```gdscript
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||||
enum PileDirection {
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||||
UP, # Cards stack upward
|
||||
DOWN, # Cards stack downward
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||||
LEFT, # Cards stack leftward
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||||
RIGHT # Cards stack rightward
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||||
}
|
||||
```
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||||
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||||
#### Properties
|
||||
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||||
| Property | Type | Default | Description |
|
||||
|----------|------|---------|-------------|
|
||||
| `stack_display_gap` | `int` | `8` | Pixel distance between cards in stack |
|
||||
| `max_stack_display` | `int` | `6` | Maximum cards to show stacked |
|
||||
| `card_face_up` | `bool` | `true` | Whether cards show front face |
|
||||
| `layout` | `PileDirection` | `UP` | Direction to stack cards |
|
||||
| `allow_card_movement` | `bool` | `true` | Whether cards can be moved |
|
||||
| `restrict_to_top_card` | `bool` | `true` | Only top card is interactive |
|
||||
| `align_drop_zone_with_top_card` | `bool` | `true` | Drop zone follows top card |
|
||||
|
||||
#### Methods
|
||||
|
||||
##### get_top_cards(n: int) -> Array
|
||||
Returns the top N cards from the pile.
|
||||
|
||||
```gdscript
|
||||
var top_three = pile.get_top_cards(3) # Get top 3 cards
|
||||
var top_card = pile.get_top_cards(1)[0] # Get just the top card
|
||||
```
|
||||
|
||||
#### Usage Example
|
||||
|
||||
```gdscript
|
||||
# Create a deck pile
|
||||
@export var deck_pile: Pile
|
||||
|
||||
func _ready():
|
||||
deck_pile.layout = Pile.PileDirection.UP
|
||||
deck_pile.card_face_up = false # Cards face down
|
||||
deck_pile.restrict_to_top_card = true
|
||||
|
||||
# Add cards to deck
|
||||
for card_name in card_names:
|
||||
var card = card_factory.create_card(card_name, deck_pile)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Hand
|
||||
|
||||
**Extends:** `CardContainer`
|
||||
|
||||
A container that displays cards in a fan-like hand formation with curves and spacing.
|
||||
|
||||
#### Properties
|
||||
|
||||
| Property | Type | Default | Description |
|
||||
|----------|------|---------|-------------|
|
||||
| `max_hand_size` | `int` | `10` | Maximum cards that can be held |
|
||||
| `max_hand_spread` | `int` | `700` | Maximum pixel spread of hand |
|
||||
| `card_face_up` | `bool` | `true` | Whether cards show front face |
|
||||
| `card_hover_distance` | `int` | `30` | Distance cards hover when interacted with |
|
||||
|
||||
#### Curve Properties
|
||||
|
||||
| Property | Type | Description |
|
||||
|----------|------|-------------|
|
||||
| `hand_rotation_curve` | `Curve` | Controls rotation of cards across hand |
|
||||
| `hand_vertical_curve` | `Curve` | Controls vertical positioning of cards |
|
||||
|
||||
#### Drop Zone Properties
|
||||
|
||||
| Property | Type | Default | Description |
|
||||
|----------|------|---------|-------------|
|
||||
| `align_drop_zone_size_with_current_hand_size` | `bool` | `true` | Drop zone adapts to hand size |
|
||||
| `swap_only_on_reorder` | `bool` | `false` | Reordering swaps positions instead of shifting |
|
||||
|
||||
#### Methods
|
||||
|
||||
##### get_random_cards(n: int) -> Array
|
||||
Returns N random cards from the hand without removing them.
|
||||
|
||||
```gdscript
|
||||
var random_cards = hand.get_random_cards(3)
|
||||
```
|
||||
|
||||
##### move_cards(cards: Array, index: int = -1, with_history: bool = true) -> bool
|
||||
Enhanced version of CardContainer.move_cards() with hand-specific optimizations:
|
||||
- **Single Card Reordering**: Optimized reordering when moving cards within same hand
|
||||
- **Swap Mode**: Uses swap_card() when `swap_only_on_reorder` is enabled
|
||||
- **Fallback**: Uses parent implementation for external card moves
|
||||
|
||||
```gdscript
|
||||
# Move card to specific position in hand
|
||||
hand.move_cards([my_card], 2) # Move to index 2
|
||||
|
||||
# External card move (uses parent implementation)
|
||||
hand.move_cards([external_card], -1) # Add external card to end
|
||||
```
|
||||
|
||||
##### swap_card(card: Card, index: int) -> void
|
||||
Swaps a card with the card at the specified index.
|
||||
|
||||
```gdscript
|
||||
hand.swap_card(my_card, 0) # Move card to first position
|
||||
```
|
||||
|
||||
#### Usage Example
|
||||
|
||||
```gdscript
|
||||
# Configure hand curves
|
||||
@export var hand: Hand
|
||||
|
||||
func _ready():
|
||||
# Create rotation curve: -30° to +30°
|
||||
hand.hand_rotation_curve = Curve.new()
|
||||
hand.hand_rotation_curve.add_point(0.0, -30.0)
|
||||
hand.hand_rotation_curve.add_point(1.0, 30.0)
|
||||
|
||||
# Create vertical curve: arc shape
|
||||
hand.hand_vertical_curve = Curve.new()
|
||||
hand.hand_vertical_curve.add_point(0.0, 0.0)
|
||||
hand.hand_vertical_curve.add_point(0.5, 50.0) # Peak in middle
|
||||
hand.hand_vertical_curve.add_point(1.0, 0.0)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Supporting Classes
|
||||
|
||||
### DraggableObject
|
||||
|
||||
**Extends:** `Control`
|
||||
|
||||
State machine-based drag-and-drop system with Tween animations. Provides robust interaction handling with safe state transitions and smooth visual feedback.
|
||||
|
||||
#### Enums
|
||||
|
||||
##### DraggableState
|
||||
Defines possible interaction states with controlled transitions.
|
||||
|
||||
| State | Description |
|
||||
|-------|-------------|
|
||||
| `IDLE` | Default state - ready for interaction |
|
||||
| `HOVERING` | Mouse over with visual feedback |
|
||||
| `HOLDING` | Active drag state following mouse |
|
||||
| `MOVING` | Programmatic movement ignoring input |
|
||||
|
||||
#### Properties
|
||||
|
||||
| Property | Type | Default | Description |
|
||||
|----------|------|---------|-------------|
|
||||
| `moving_speed` | `int` | `2000` | Speed of programmatic movement (pixels/second) |
|
||||
| `can_be_interacted_with` | `bool` | `true` | Whether object responds to input |
|
||||
| `hover_distance` | `int` | `10` | Distance to hover when interacted with |
|
||||
| `hover_scale` | `float` | `1.1` | Scale multiplier when hovering |
|
||||
| `hover_rotation` | `float` | `0.0` | Rotation in degrees when hovering |
|
||||
| `hover_duration` | `float` | `0.10` | Duration for hover animations |
|
||||
|
||||
#### State Management
|
||||
|
||||
| Variable | Type | Description |
|
||||
|----------|------|-------------|
|
||||
| `current_state` | `DraggableState` | Current interaction state |
|
||||
| `is_pressed` | `bool` | Legacy compatibility - mouse pressed |
|
||||
| `is_holding` | `bool` | Legacy compatibility - being dragged |
|
||||
| `stored_z_index` | `int` | Original Z-index before interactions |
|
||||
|
||||
#### Methods
|
||||
|
||||
##### move(target_destination: Vector2, degree: float) -> void
|
||||
Moves object to target position with optional rotation using smooth Tween animation. Automatically transitions to MOVING state.
|
||||
|
||||
```gdscript
|
||||
draggable.move(new_position, deg_to_rad(45)) # Move with 45° rotation
|
||||
draggable.move(Vector2(100, 200), 0) # Move without rotation
|
||||
```
|
||||
|
||||
##### return_to_original() -> void
|
||||
Returns the object to its original position with smooth animation. Sets internal tracking flag for proper position management.
|
||||
|
||||
```gdscript
|
||||
draggable.return_to_original() # Return to original position and rotation
|
||||
```
|
||||
|
||||
##### change_state(new_state: DraggableState) -> bool
|
||||
Safely transitions between interaction states using predefined rules. Returns true if transition was successful.
|
||||
|
||||
```gdscript
|
||||
# Manual state transitions
|
||||
if draggable.change_state(DraggableObject.DraggableState.HOVERING):
|
||||
print("Now hovering")
|
||||
|
||||
# State machine prevents invalid transitions
|
||||
draggable.change_state(DraggableObject.DraggableState.MOVING) # Force to MOVING
|
||||
```
|
||||
|
||||
**State Transition Rules:**
|
||||
- `IDLE` → `HOVERING`, `HOLDING`, `MOVING`
|
||||
- `HOVERING` → `IDLE`, `HOLDING`, `MOVING`
|
||||
- `HOLDING` → `IDLE`, `MOVING`
|
||||
- `MOVING` → `IDLE`
|
||||
|
||||
#### Virtual Methods
|
||||
|
||||
##### _on_move_done() -> void
|
||||
Called when movement animation completes. Override in subclasses for custom behavior.
|
||||
|
||||
```gdscript
|
||||
func _on_move_done():
|
||||
print("Movement finished")
|
||||
# Custom post-movement logic
|
||||
```
|
||||
|
||||
##### _can_start_hovering() -> bool
|
||||
Virtual method to determine if hovering animation can start. Override for custom conditions.
|
||||
|
||||
```gdscript
|
||||
func _can_start_hovering() -> bool:
|
||||
return not is_card_locked # Example: prevent hover if locked
|
||||
```
|
||||
|
||||
#### Animation System
|
||||
|
||||
The new Tween-based animation system provides:
|
||||
- **Smooth Transitions**: All state changes use smooth animations
|
||||
- **Memory Management**: Proper cleanup of animation resources
|
||||
- **Interrupt Handling**: Safe animation interruption and cleanup
|
||||
- **Performance**: Optimized for multiple simultaneous animations
|
||||
|
||||
---
|
||||
|
||||
### DropZone
|
||||
|
||||
**Extends:** `Control`
|
||||
|
||||
Handles drop detection and partitioning for card containers.
|
||||
|
||||
#### Properties
|
||||
|
||||
| Property | Type | Description |
|
||||
|----------|------|-------------|
|
||||
| `sensor_size` | `Vector2` | Size of the drop detection area |
|
||||
| `sensor_position` | `Vector2` | Position offset of the sensor |
|
||||
| `sensor_texture` | `Texture` | Visual texture for debugging |
|
||||
| `sensor_visible` | `bool` | Whether sensor is visible |
|
||||
| `sensor_outline_visible` | `bool` | Whether debug outline is visible |
|
||||
| `accept_types` | `Array` | Array of acceptable drop types |
|
||||
|
||||
#### Variables
|
||||
|
||||
| Variable | Type | Description |
|
||||
|----------|------|-------------|
|
||||
| `vertical_partition` | `Array` | Global X coordinates for vertical partitions |
|
||||
| `horizontal_partition` | `Array` | Global Y coordinates for horizontal partitions |
|
||||
|
||||
#### Methods
|
||||
|
||||
##### init(_parent: Node, accept_types: Array = []) -> void
|
||||
Initializes the drop zone with parent reference and accepted types.
|
||||
|
||||
```gdscript
|
||||
drop_zone.init(self, ["card"])
|
||||
```
|
||||
|
||||
##### check_mouse_is_in_drop_zone() -> bool
|
||||
Returns true if mouse cursor is within the drop zone area.
|
||||
|
||||
```gdscript
|
||||
if drop_zone.check_mouse_is_in_drop_zone():
|
||||
# Mouse is over drop zone
|
||||
```
|
||||
|
||||
##### set_sensor(_size: Vector2, _position: Vector2, _texture: Texture, _visible: bool) -> void
|
||||
Configures the drop sensor properties.
|
||||
|
||||
```gdscript
|
||||
drop_zone.set_sensor(Vector2(200, 300), Vector2(10, 10), null, false)
|
||||
```
|
||||
|
||||
##### set_vertical_partitions(positions: Array) -> void
|
||||
Sets vertical partition lines for precise drop positioning.
|
||||
|
||||
```gdscript
|
||||
drop_zone.set_vertical_partitions([100, 200, 300]) # Three partition lines
|
||||
```
|
||||
|
||||
##### set_horizontal_partitions(positions: Array) -> void
|
||||
Sets horizontal partition lines for precise drop positioning.
|
||||
|
||||
```gdscript
|
||||
drop_zone.set_horizontal_partitions([50, 150, 250]) # Three partition lines
|
||||
```
|
||||
|
||||
##### get_vertical_layers() -> int
|
||||
Returns the vertical partition index under the mouse cursor.
|
||||
|
||||
```gdscript
|
||||
var partition = drop_zone.get_vertical_layers()
|
||||
if partition != -1:
|
||||
print("Dropping in partition: ", partition)
|
||||
```
|
||||
|
||||
##### get_horizontal_layers() -> int
|
||||
Returns the horizontal partition index under the mouse cursor.
|
||||
|
||||
---
|
||||
|
||||
### HistoryElement
|
||||
|
||||
**Extends:** `Object`
|
||||
|
||||
Represents a single card movement operation for undo functionality.
|
||||
|
||||
#### Variables
|
||||
|
||||
| Variable | Type | Description |
|
||||
|----------|------|-------------|
|
||||
| `from` | `CardContainer` | Source container |
|
||||
| `to` | `CardContainer` | Destination container |
|
||||
| `cards` | `Array` | Array of cards that were moved |
|
||||
|
||||
#### Methods
|
||||
|
||||
##### get_string() -> String
|
||||
Returns string representation for debugging.
|
||||
|
||||
```gdscript
|
||||
var history_info = history_element.get_string()
|
||||
# Returns: "from: [container_1], to: [container_2], cards: [ace_of_spades, king_of_hearts]"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Usage Patterns
|
||||
|
||||
### Basic Setup
|
||||
|
||||
```gdscript
|
||||
# Scene structure:
|
||||
# CardManager (CardManager)
|
||||
# ├── DeckPile (Pile)
|
||||
# ├── PlayerHand (Hand)
|
||||
# └── DiscardPile (Pile)
|
||||
|
||||
@onready var card_manager: CardManager = $CardManager
|
||||
@onready var deck: Pile = $CardManager/DeckPile
|
||||
@onready var hand: Hand = $CardManager/PlayerHand
|
||||
|
||||
func _ready():
|
||||
# Cards are automatically managed by CardManager
|
||||
deal_initial_cards()
|
||||
|
||||
func deal_initial_cards():
|
||||
var cards_to_deal = deck.get_top_cards(7)
|
||||
hand.move_cards(cards_to_deal)
|
||||
```
|
||||
|
||||
### Custom Container
|
||||
|
||||
```gdscript
|
||||
class_name CustomPile
|
||||
extends CardContainer
|
||||
|
||||
@export var max_cards: int = 5
|
||||
|
||||
func _card_can_be_added(cards: Array) -> bool:
|
||||
return _held_cards.size() + cards.size() <= max_cards
|
||||
|
||||
func _update_target_positions():
|
||||
for i in range(_held_cards.size()):
|
||||
var card = _held_cards[i]
|
||||
var offset = Vector2(i * 20, i * 5) # Slight offset for each card
|
||||
card.move(global_position + offset, 0)
|
||||
```
|
||||
|
||||
### Custom Card Factory
|
||||
|
||||
```gdscript
|
||||
class_name MyCardFactory
|
||||
extends CardFactory
|
||||
|
||||
@export var custom_card_scene: PackedScene
|
||||
|
||||
func create_card(card_name: String, target: CardContainer) -> Card:
|
||||
var card = custom_card_scene.instantiate()
|
||||
card.card_name = card_name
|
||||
# Custom card setup logic
|
||||
return card
|
||||
|
||||
func preload_card_data():
|
||||
# Custom preloading logic
|
||||
pass
|
||||
```
|
||||
|
||||
This API reference provides complete documentation for all public methods and properties in the Card Framework. For implementation examples, see the included example projects and the FreeCell game demonstration.
|
||||
Reference in New Issue
Block a user