74 lines
2.7 KiB
GDScript
74 lines
2.7 KiB
GDScript
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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var thumbstick_size_factor: float = 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 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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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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if event.is_pressed() == false:
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simulate_joystick_motion(JOY_AXIS_LEFT_X, Vector2.ZERO.x)
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simulate_joystick_motion(JOY_AXIS_LEFT_Y, Vector2.ZERO.y)
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thumbstick.position = middle - thumbstick.size / 2.0
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thumbstick.texture = talk_a_texture
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if event is InputEventScreenTouch and pressed == true:
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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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pressed = true
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if event is InputEventScreenDrag:
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# cancel the talking action
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pressed = false
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# swap to drag texture
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thumbstick.texture = drag_texture
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var touch_position: Vector2 = event.position
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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 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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var direction: Vector2 = _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: JoyAxis, value: float, device_id: int = 0) -> void:
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var joystick_event: InputEventJoypadMotion = InputEventJoypadMotion.new()
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joystick_event.device = device_id
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joystick_event.axis = axis # Axis index (e.g., 0 for X-axis, 1 for Y-axis)
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joystick_event.axis_value = value # Value of the axis, typically between -1 and 1
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Input.parse_input_event(joystick_event) # Process the event
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func _on_resized() -> void:
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middle = size / 2.0
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thumbstick = get_node("Thumbstick")
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thumbstick.position = middle - thumbstick.size / 2.0
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