I have joined to Godot WildJam out of curiosity.
Initially had plan for something smaller, but came across @Frozen_Fried and started do some art themed “game”.
All of the concepts are pretty new to me and trying to figure out from forum members post, responses, and documentations available in Godot itself.
Currently I’m trying to achieve two things -
Change colour of grabber while disabled ( it only controlled by code and player should not interact with it , only via stop button to get value of colour on slider )
Store and compare overall score for player how well he did .
short demo
Initial idea for interface [Theme is Theft - and this is "stealing from original by matching it best to ability of player "]
This is most chaotic part of it where I start question if I shouldn’t just simple not move update logic to process function .
As from future player won’t have next picture button but instead only control is stop button .
And also amount of @onready variables is probably unnecessary .
@onready var image_library_path = ["res://Tiles/16x16.png", "res://Tiles/target.png","res://Tiles/flower.png"]
@onready var image_asset_path = image_library_path[0]
@onready var image_asset : Image = load(image_asset_path)
@onready var image_size = image_asset.get_size()
@onready var grid_size : Vector2i = Vector2i(image_size)
@onready var color_dictionary_auto = []
@onready var current_index_asset: int = 0
@onready var pixel_size = Vector2(50,50)
@onready var offset_image_position = Vector2(50,50)
@onready var array_pixel_art = []
@onready var unique_color_from_art
@onready var your_accuracy : float
@onready var slider_value_stops = []
For #1 you could cheat it.
Put a ColorRect over it (after it in the scene tree) and make the ColorRect SelfModulate property to be transparent.
That will prevent the user from grabbing the grabber.