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@ruimgoncalves
Created May 19, 2016 18:46
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Edge Screen Arrow
extends Sprite
export(NodePath) var originPath
export(NodePath) var targetPath setget setTarget
var t = 1
func _ready():
canActivateProcess()
func _process(delta):
t += delta
var target = get_node(targetPath)
var vpRect = get_viewport_rect()
var toCamera = get_viewport_transform().affine_inverse()
var wRect = toCamera.xform(vpRect)
var bbox = getBoundingBox(target)
if wRect.intersects(bbox):
if is_visible():
hide()
else:
if is_hidden():
show()
var oPos
if !originPath.is_empty(): # use the origin nodes position
oPos = get_node(originPath).get_global_pos()
else: # use the camera center position
oPos = toCamera * (vpRect.size / 2)
var tPos = target.get_global_pos()
var ang_op = oPos.angle_to_point(tPos)
#set_pos(toCamera * (vpRect.size / 2))
var mySize = get_item_rect()
var halfSize = max(mySize.size.x, mySize.size.y)
var pRectEdge = segmentIntersectsRect(wRect.grow(-halfSize / 1.5), oPos, tPos)
if pRectEdge != null:
set_pos(pRectEdge)
set_rot(ang_op)
func setTarget(val):
targetPath = val
canActivateProcess();
func canActivateProcess():
var canActivate = (originPath != null && targetPath != null)
set_process(canActivate)
func getBoundingBox(node, centered = true):
var size = node.get_item_rect().size * node.get_scale()
var pos = node.get_global_pos()
if centered:
pos -= size / 2
return Rect2(pos, size)
func segmentIntersectsRect(rect, p1, p2):
var topLeft = rect.pos
var topRight = Vector2(rect.end.x, rect.pos.y)
var bottomLeft = Vector2(rect.pos.x, rect.end.y)
var bottomRight = Vector2(rect.end.x, rect.end.y)
var top = Geometry.segment_intersects_segment_2d(topLeft, topRight, p1, p2)
if top != null:
return top
var bottom = Geometry.segment_intersects_segment_2d(bottomLeft, bottomRight, p1, p2)
if bottom != null:
return bottom
var left = Geometry.segment_intersects_segment_2d(topLeft, bottomLeft, p1, p2)
if left != null:
return left
var right = Geometry.segment_intersects_segment_2d(topRight, bottomRight, p1, p2)
if right != null:
return right
return null
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