extends Control var cursor = load('res://assets/sprites/downarrow.png') func _ready(): pass func _process(delta): update() var cursor_sprites = [ null, load('res://assets/sprites/belt.tres'), load('res://assets/sprites/channel.tres'), load('res://assets/sprites/2x2belt.tres'), load('res://assets/sprites/smelter.tres'), load('res://assets/sprites/forge.tres'), load('res://assets/sprites/lathe.tres'), load('res://assets/sprites/welder.tres'), ] func _draw(): var p1_s = $"/root/Main".p1_selection var p1_s_rect = $Hotbar.get_child(p1_s).get_global_rect() var pos1 = p1_s_rect.position + Vector2(p1_s_rect.size.x/2-4, -7 + sin(OS.get_ticks_msec()*TAU*0.001)) draw_texture(cursor, pos1, Color.yellow) if p1_s > 0: var mouse_pos = get_parent().get_cursor_snapped_position() if mouse_pos.x >= 0: # Not much point checking y too draw_texture(cursor_sprites[p1_s], mouse_pos, Color(0.75, 0.75, 0.75, 0.75)) func _input(event): if event is InputEventMouseButton and event.pressed: if event.button_mask & BUTTON_MASK_LEFT: if $Hotbar.get_rect().has_point(event.position): for i in 8: if $Hotbar.get_child(i).get_global_rect().has_point(event.position): $"/root/Main".p1_selection = i break elif event is InputEventMouseMotion: pass