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Cozypaw-Hospital/scripts/objects/interactive_object.gd
T

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GDScript

## InteractiveObject — base class for all interactive room objects (flowers, equipment, etc.).
class_name InteractiveObject extends Node2D
signal object_interacted(object: InteractiveObject)
enum State { IDLE, ACTIVE, RETURNING }
@export var object_id: String = ""
var _current_state: State = State.IDLE
func _ready() -> void:
var drag: DragDropComponent = get_node_or_null("DragDropComponent") as DragDropComponent
if drag != null:
drag.drag_picked_up.connect(_on_drag_picked_up)
drag.drag_released.connect(_on_drag_released)
var area: Area2D = get_node_or_null("CollisionArea") as Area2D
if area != null:
area.input_event.connect(_on_area_input_event)
func _on_drag_picked_up(_pos: Vector2) -> void:
_set_state(State.ACTIVE)
object_interacted.emit(self)
func _on_drag_released(_pos: Vector2) -> void:
_set_state(State.RETURNING)
GameState.set_object_state(object_id, "idle")
_play_bounce_animation()
func _on_area_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
_trigger_interaction()
elif event is InputEventScreenTouch and event.pressed:
_trigger_interaction()
func _trigger_interaction() -> void:
AudioManager.play_sfx("object_tap")
_set_state(State.ACTIVE)
object_interacted.emit(self)
GameState.set_object_state(object_id, "active")
_play_bounce_animation()
func _set_state(new_state: State) -> void:
_current_state = new_state
func _play_bounce_animation() -> void:
var tween: Tween = create_tween()
tween.tween_property(self, "scale", Vector2(1.2, 1.2), 0.1)
tween.tween_property(self, "scale", Vector2(0.9, 0.9), 0.1)
tween.tween_property(self, "scale", Vector2(1.0, 1.0), 0.1)
tween.tween_callback(func() -> void: _set_state(State.IDLE))