extends Node2D # Declare member variables here. Examples: # var a = 2 # var b = "text" var new_tile_suit = 0 var new_tile_number = 0 # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. func add_tile_by_instance(tile): add_child(tile) # show_tiles() func remove_tile_by_instance(tile): remove_child(tile) # show_tiles() func clear_tiles(): for child in get_children(): remove_child(child) child.queue_free() func set_new_tile(suit, number): new_tile_suit = suit new_tile_number = number func show_tiles(): var tiles = get_children() var length = tiles.size()*Constants.Tile.WIDTH var y = Constants.Screen.HEIGHT - Constants.Table.BOTTOM_HAND_MARGIN_Y - Constants.Tile.HEIGHT var x = (Constants.Screen.WIDTH - Constants.Table.BOTTOM_LIE_WIDTH - length)/2.0 var new_tile_flag = true var new_tile_index = -1 set_position(Vector2(x, y)) for i in range(tiles.size()): if new_tile_flag and new_tile_number!=0 and tiles[i].suit==new_tile_number and tiles[i].number==new_tile_number: new_tile_flag = false new_tile_index = i continue if not tiles[i].is_selected: tiles[i].position = Vector2(i*Constants.Tile.WIDTH, 0) else: tiles[i].position = Vector2(i*Constants.Tile.WIDTH, -Constants.Tile.SELECT_HEIGHT) # if new_tile_index!=-1: # var new_tile = tiles[new_tile_index] # if not tiles[new_tile_index].is_selected: # new_tile.position = Vector2((length+1)*Constants.Tile.WIDTH, 0) # else: # new_tile.position = Vector2((length+1), -Constants.Tile.SELECT_HEIGHT) # Called every frame. 'delta' is the elapsed time since the previous frame. #func _process(delta): # pass