monster spawner and moving to the camera direction
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821 changed files with 1611 additions and 1409 deletions
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@ -1,17 +1,35 @@
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extends Panel
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@onready var talk_a_texture = preload("res://resources/textures/Xbox Series/Vector/xbox_button_a.svg")
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@onready var drag_texture = preload("res://resources/textures/Generic/Vector/generic_button_circle.svg")
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var thumbstick_size_factor = 0.5
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@onready var talk_a_texture = preload("res://assets/textures/Xbox Series/Vector/xbox_button_a.svg")
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@onready var drag_texture = preload("res://assets/textures/Generic/Vector/generic_button_circle.svg")
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@onready var thumbstick = $Thumbstick
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var thumbstick_size_factor = 0.5
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var middle: Vector2 = Vector2(100, 100)
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var touch_start: Vector2 = Vector2(0, 0)
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var jump_threshold: float = 10.0
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var previous: Vector2 = Vector2(0, 0)
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var delta: float = 0.0
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var pressed: bool = false
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# debug rotation
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var rotation_delta: Vector2 = Vector2(0, 0)
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func _ready() -> void:
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thumbstick.custom_minimum_size = Vector2(size.x, size.x) * thumbstick_size_factor
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thumbstick.position = middle - thumbstick.size / 2.0
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print(thumbstick)
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func _unhandled_input(event: InputEvent) -> void:
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if event is not InputEventScreenDrag:
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return
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if event is InputEventScreenDrag:
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var touch_position = event.position
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rotation_delta = get_viewport_rect().size / 2 - touch_position
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simulate_joystick_motion(JOY_AXIS_RIGHT_X, -rotation_delta.x * 0.4, 0)
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print(rotation_delta)
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func _on_gui_input(event: InputEvent) -> void:
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if event is not InputEventScreenTouch and event is not InputEventScreenDrag:
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return
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@ -38,17 +56,10 @@ func _on_gui_input(event: InputEvent) -> void:
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var touch_position = event.position
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thumbstick.position = touch_position - thumbstick.size / 2.0
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var delta = middle - touch_position
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var direction = delta.normalized()
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simulate_joystick_motion(0, -direction.x)
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simulate_joystick_motion(1, -direction.y)
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#if previous.y > thumbstick.position.y + jump_threshold:
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# print("jump")
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# Input.action_press("ui_accept")
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#print(previous)
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#previous = thumbstick.position
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var _delta = middle - touch_position
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var direction = _delta.normalized()
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simulate_joystick_motion(JOY_AXIS_LEFT_X, -direction.x)
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simulate_joystick_motion(JOY_AXIS_LEFT_Y, -direction.y)
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func simulate_joystick_motion(axis: int, value: float, device_id: int = 0) -> void:
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var joystick_event = InputEventJoypadMotion.new()
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@ -61,6 +72,8 @@ func simulate_joystick_motion(axis: int, value: float, device_id: int = 0) -> vo
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func _on_resized() -> void:
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print("Size changed to %s" % size)
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middle = size / 2.0
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custom_minimum_size = Vector2(size.x, size.x)
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thumbstick = get_node("Thumbstick")
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#if thumbstick:
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thumbstick.custom_minimum_size = Vector2(size.x, size.x) * thumbstick_size_factor
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thumbstick.position = middle - thumbstick.size / 2.0
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