broken_seals/game/ui/touch_pad/analog.gd

157 lines
3.9 KiB
GDScript

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