mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
157 lines
3.9 KiB
GDScript
157 lines
3.9 KiB
GDScript
extends Node2D
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# This is by someone else TODO check!
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const INACTIVE_IDX = -1;
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export var isDynamicallyShowing = false
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export (NodePath) var listenerNodePath : NodePath = "/root/game/player"
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export var padname = ""
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var ball
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var bg
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var animation_player
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var parent
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var listenerNode
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var centerPoint = Vector2(0,0)
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var currentForce = Vector2(0,0)
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var halfSize = Vector2()
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var ballPos = Vector2()
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var squaredHalfSizeLength = 0
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var currentPointerIDX = INACTIVE_IDX;
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func _ready():
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set_process_input(true)
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bg = get_node("bg")
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ball = get_node("ball")
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animation_player = get_node("AnimationPlayer")
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parent = get_parent()
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halfSize = bg.texture.get_size()/2
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squaredHalfSizeLength = halfSize.x * halfSize.y
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if (listenerNodePath != "" && listenerNodePath!=null):
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listenerNode = get_node(listenerNodePath)
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elif listenerNodePath=="":
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listenerNode = null
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# isDynamicallyShowing = isDynamicallyShowing and parent extends Control
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if isDynamicallyShowing:
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modulate.a = 0
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# hide()
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func get_force():
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return currentForce
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func _unhandled_input(event):
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var incomingPointer = extractPointerIdx(event)
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#print(incomingPointer)
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if incomingPointer == INACTIVE_IDX:
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return
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if need2ChangeActivePointer(event):
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if (currentPointerIDX != incomingPointer) and event.is_pressed():
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currentPointerIDX = incomingPointer;
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showAtPos(Vector2(event.position.x, event.position.y));
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get_tree().set_input_as_handled()
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var theSamePointer = currentPointerIDX == incomingPointer
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if isActive() and theSamePointer:
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process_input(event)
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func need2ChangeActivePointer(event): #touch down inside analog
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if event is InputEventMouseButton or event is InputEventScreenTouch:
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if isDynamicallyShowing:
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#print(get_parent().get_global_rect())
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return get_parent().get_global_rect().has_point(Vector2(event.position.x, event.position.y))
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else:
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var length = (global_position - Vector2(event.position.x, event.position.y)).length_squared();
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return length < squaredHalfSizeLength
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else:
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return false
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func isActive():
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return currentPointerIDX != INACTIVE_IDX
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func extractPointerIdx(event):
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var touch = event is InputEventScreenTouch
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var drag = event is InputEventScreenDrag
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var mouseButton = event is InputEventMouseButton
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var mouseMove = event is InputEventMouseMotion
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#print(event)
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if touch:
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return event.index
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elif drag:
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return event.index
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elif mouseButton or mouseMove:
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#plog("SOMETHING IS VERYWRONG??, I HAVE MOUSE ON TOUCH DEVICE")
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return INACTIVE_IDX
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else:
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return INACTIVE_IDX
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func process_input(event):
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calculateForce(event.position.x - global_position.x, event.position.y - global_position.y)
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updateBallPos()
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var isReleased = isReleased(event)
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if isReleased:
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reset()
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get_tree().set_input_as_handled()
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func reset():
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currentPointerIDX = INACTIVE_IDX
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calculateForce(0, 0)
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if isDynamicallyShowing:
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hide()
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else:
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updateBallPos()
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func showAtPos(pos):
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if isDynamicallyShowing:
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animation_player.play("alpha_in", 0.2)
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global_position = pos
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func hide():
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animation_player.play("alpha_out", 0.2)
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func updateBallPos():
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ballPos.x = halfSize.x * currentForce.x #+ halfSize.x
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ballPos.y = halfSize.y * -currentForce.y #+ halfSize.y
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ball.position = Vector2(ballPos.x, ballPos.y)
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func calculateForce(var x, var y):
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#get direction
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currentForce.x = (x - centerPoint.x)/halfSize.x
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currentForce.y = -(y - centerPoint.y)/halfSize.y
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#print(currentForce.x, currentForce.y)
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#limit
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#print(currentForce.length_squared())
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if currentForce.length_squared()>1:
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currentForce=currentForce/currentForce.length()
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sendSignal2Listener()
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func sendSignal2Listener():
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if (listenerNode != null):
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listenerNode.analog_force_change(currentForce, self)
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func isPressed(event):
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if event is InputEventMouseMotion:
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return (InputEventMouse.button_mask == 1)
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elif event is InputEventScreenTouch:
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return event.is_pressed()
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func isReleased(event):
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if event is InputEventScreenTouch:
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return !event.is_pressed()
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elif event is InputEventMouseButton:
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return !event.is_pressed()
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