added sounds to ui and game, prepared interaction with character
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b5ace17da9
commit
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42 changed files with 450 additions and 155 deletions
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@ -27,9 +27,11 @@ func _process(delta: float) -> void:
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save_timer += delta
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func _on_menu_button_pressed() -> void:
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SoundManager.play_sound_effect("ui_click", "UI")
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menu_button_clicked.emit()
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func _on_settings_button_pressed() -> void:
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SoundManager.play_sound_effect("ui_click", "UI")
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settings_button_clicked.emit()
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# the save function should work as follows:
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@ -38,10 +40,12 @@ func _on_settings_button_pressed() -> void:
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# during holding down, the percentage increases until 100%
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# a finishing animation plays, the game is saved and the countdown disappears again
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func _on_save_button_button_down() -> void:
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SoundManager.play_sound_effect("ui_click", "UI")
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save_button_held_down = true
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save_button_clicked.emit()
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func _on_save_button_button_up() -> void:
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SoundManager.play_sound_effect("ui_click", "UI")
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save_button_held_down = false
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save_button_released.emit()
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save_timer = 0.0
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@ -1,5 +1,7 @@
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extends Panel
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signal on_interact
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@onready var talk_a_texture: CompressedTexture2D = preload("res://assets/textures/Xbox Series/Vector/xbox_button_a.svg")
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@onready var drag_texture: CompressedTexture2D = preload("res://assets/textures/Generic/Vector/generic_button_circle.svg")
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@onready var thumbstick: TextureRect = %Thumbstick
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@ -30,7 +32,8 @@ func _on_gui_input(event: InputEvent) -> void:
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thumbstick.texture = talk_a_texture
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if event is InputEventScreenTouch and pressed == true:
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Input.action_press("ui_select")
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SoundManager.play_sound_effect("ui_click", "UI")
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on_interact.emit()
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pressed = false
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if event is InputEventScreenTouch and event.is_pressed():
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@ -46,8 +49,10 @@ func _on_gui_input(event: InputEvent) -> void:
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# visual thumbstick movement
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var thumbstick_position: Vector2 = touch_position - thumbstick.size / 2.0
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#var clamped_thumbstick_position = thumbstick_position.clampf(-40.0, 40.0)
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thumbstick.position = thumbstick_position
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var thumbstick_center: Vector2 = middle - thumbstick.size / 2.0
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var clamped_thumbstick_position: Vector2 = thumbstick_position.clamp(thumbstick_center - Vector2(50.0, 50.0), thumbstick_center + Vector2(50.0, 50.0))
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thumbstick.position = clamped_thumbstick_position
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# actual value
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var _delta: Vector2 = middle - touch_position
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