Post #28: A Failed Refactoring
Ok, so if you go back to my War Card Game post, you'll see I had a card you could move around with the mouse. Well, this logic was implemented poorly, using what I found online and messing around with what I knew.
Here's the original code:

I wanted to fix this; it didn't work well, and was a very bad implementation. Ideally, I could use the functions provided on an Area2D node to check for something entering as a collision (what it seems to be meant for), and if it's the mouse, then use that to help handle the drag mechanic.
So, using signals and looking into the docs and API some, I came up with this:

This seems like it should work so much better! If the mouse is present within the card boundaries, and if the user is dragging the card with the mouse, the card moves with the mouse. This utilizes the actual signals we are provided on the Area2D itself, and the boundary is defined by the CollisionShape2D. However, this doesn't work!
The print functions don't even fire. Any ideas?