Eight tickets. The last one is the interesting one. #166 - PLAINER DIALOG. Every spoken line rewritten: the nine prologue lines and all twenty quest brief/done pairs. Mostly splitting em-dash subclauses into sentences and dropping the literary register ("hulls" -> "ships", "That is our hands back" -> "That frees us for other work"). Same meaning, same voice. #167 - NOTHING ANNOUNCED TWICE. Quests carry an `important` flag; seven of the twenty have it, and they are the search for the World Ship. A quest handed out with its goal ALREADY met is now credited in silence unless it is one of those - no brief, no answer, both signals still fired and the index still moved, so it appears ticked in the objectives panel. The chain used to stop the game to set a task the player had already done, then stop it again to congratulate them on it. #168 - THE KEYBOARD CAN ANSWER A DIALOG. The rule the ticket asks for (still arriving, show it all; already whole, move on) was already the rule for a click since #149, but a key press reached the banner and did nothing - and this game is played with WASD and a mouse. Touch, click and key now go through one door. Modifiers alone and auto-repeat echoes are not presses. #169 - A LOADING SCREEN. A press raises a cover, and the load happens after it has been on screen for a frame, so the wait is something the player is watching. Deliberately still a blocking load: load_threaded_request() comes back FAILED for these scenes, reporting text-parse errors that load() does not produce, because the global class names and preloads they reach each other through are not resolvable off the loading thread. A progress bar is not worth a menu that sometimes refuses to start the game, and the web build ships with thread support off anyway. Further presses while loading are ignored - on the web a button fires on PRESS, so an impatient double tap costs nothing to make and used to build the world twice. #170 - THE PICTURE BEFORE THE CAPTION. The prologue's first line was up before the scene had finished arriving, so the game opened STOPPED (#128) over a convoy nobody had seen yet. It flies for three seconds first. #171 - THE CONTROLS FOLLOW WHAT IS BEING HELD. is_touchscreen_available() asks whether a touch COULD arrive, and in a browser that is yes on any laptop whose panel reports touch support - so the web build put thumb sticks over a screen being played with a mouse, and switched mouse aiming off on the machine it exists for. The reading is now the last input actually used, it lives in GameState so the sticks and the guns cannot disagree, and it is two-way: nothing can strand a tablet, because the gesture that needs the controls is the gesture that brings them back. A touch suppresses mouse evidence for a second, so the click Godot manufactures out of a tap is not mistaken for a mouse. #172 - AIM AT A PLACE. Every gun was handed the same direction, so a fleet firing at something threw a sheet of parallel bolts past either side of it and only the middle hull could hit - worse the wider the formation. Guns now take a POINT and each hull works out its own heading to it, so the fleet's fire converges. The mouse already had a place and was flattening it into a bearing; a pushed stick names the point at the guns' reach along it, so touch loses nothing. The assist (#89) still bends a shot onto an enemy, now per hull and around that hull's own heading. The aim guide stops at the point and marks it. #173 - AND THE ONE THAT EXPLAINS ITSELF. "In the web export version the fleet can not store any resources" is not a web bug. It is the third time the Godot editor's .tres writer has quietly dropped a property it thought was default-valued: InterceptorVesselDefinition losing `capabilities` leaves cargo_capacity at 20 and takes away the "cargo" claim that fleet_cargo_capacity() actually gates on, so the hold is zero and nothing can be mined or carried. That is the symptom, word for word. test_definitions_intact caught it in the suite. What it could not do is catch it in a BUILD - an export is taken from the working tree at whatever moment the editor last touched it, which is exactly when the damage is done and exactly where nobody is running tests. The checks move to core/CatalogCheck.gd and now run at startup in every build as well as in the test, from the same function. On the web push_error lands in the on-page log web_shell.html mirrors, which is the only error a phone can read. The tree is intact today, so a fresh export should restore the hold. The point of the change is that the next time it is not, the build says so. Full suite green at 154/154. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MmxRAJSUe1j77kftAWv3
444 lines
18 KiB
GDScript
444 lines
18 KiB
GDScript
extends Node2D
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@export var min_zoom: float = 0.4
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@export var max_zoom: float = 6.0
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@export var camera_follow_speed: float = 5.0
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# Distance (world units) below which the camera snaps exactly onto the fleet
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# instead of continuing to lerp. Without this the exponential lerp only ever
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# approaches the target asymptotically and NEVER arrives, so the camera keeps
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# drifting by a fraction of a pixel every single frame - forever, even with
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# the fleet completely stationary. That kept the background shaders' camera_pos
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# uniform changing every frame, which made screen tearing permanently visible
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# as horizontal bands of the background shifted sideways against each other.
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# Same class of bug (and same fix) as the ship arrival oscillation.
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@export var camera_snap_distance: float = 0.5
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@export var debug_input_logging: bool = false
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@onready var camera: Camera2D = $Camera2D
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@onready var fleet: Node2D = $Fleet
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# Optional: scenes without a joystick (none currently) still work.
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@onready var joystick: TouchJoystick = get_node_or_null("UI/Joystick")
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# The right-hand stick: aims and fires. Optional for the same reason as the
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# movement stick - a scene without one still runs, with the guns silent.
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@onready var fire_stick: TouchJoystick = get_node_or_null("UI/FireStick")
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# Navigation section. Optional so a scene without it still works.
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@onready var pivot_cw_button: IconButton = get_node_or_null("UI/PivotCWButton")
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@onready var pivot_ccw_button: IconButton = get_node_or_null("UI/PivotCCWButton")
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@onready var gas_bomb_controller: GasBombController = get_node_or_null("GasBombController")
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# Untyped on purpose: LaserController resolves fine as a static type when a
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# script IS the -s entry point, but the same class_name reference fails to
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# parse ("Could not find type") when the script holding it is only reached
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# indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd
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# preview - for a class_name this new. Node + duck-typed calls sidesteps it.
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@onready var laser_controller: Node = get_node_or_null("LaserController")
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@onready var speed_fader: Node = get_node_or_null("UI/SpeedFader")
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var touches: Dictionary = {}
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var pinch_active: bool = false
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var pinch_start_distance: float = 0.0
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var pinch_start_zoom: float = 1.0
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# Held pivot buttons turn the formation continuously at this rate; a quick
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# tap that accumulates less than PIVOT_MIN_STEP is topped up to it on
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# release, so tapping still produces a clear, visible nudge.
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const PIVOT_SPEED: float = 1.6
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const PIVOT_MIN_STEP: float = PI / 10.0
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# #72: the tap top-up below used to fire in full on EVERY release, with no
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# regard for how recently the last one landed - so tapping fast enough
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# granted rotation far above PIVOT_SPEED's smooth rate, well beyond what
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# holding the button can ever produce. Each of those artificially-frequent
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# re-seats (Fleet.apply_formation()) forces every ship into a fresh
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# max-speed catch-up dash toward its new slot with no time to settle
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# between them, and since outer-wedge ships swing further per pivot than
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# inner ones, spamming made them visibly diverge in speed ("desync") while
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# each individual ship's own bounded max_speed made the fleet as a whole
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# read as constantly at its speed ceiling ("build up speed"). This cooldown
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# is exactly the time a genuine hold needs to reach PIVOT_MIN_STEP on its
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# own, so tap-spam can't out-pace holding the button down.
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const PIVOT_TAP_COOLDOWN: float = PIVOT_MIN_STEP / PIVOT_SPEED
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var pivot_hold_amount: float = 0.0
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# Tracked PER DIRECTION, not shared - a single quick correction (tap the
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# other way right after an overshoot) is normal play, not the spam this
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# cooldown targets, and Q/E each independently producing their own minimum
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# step back-to-back is an existing, tested guarantee (test_keyboard_input.gd).
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# Only repeatedly re-tapping the SAME direction needs to be capped.
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var pivot_cw_tap_cooldown_left: float = 0.0
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var pivot_ccw_tap_cooldown_left: float = 0.0
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# Touch index currently holding each pivot button, or -1. These buttons are
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# driven straight from raw touch events rather than through _gui_input,
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# because Godot's Control GUI treats touch as a single emulated pointer and
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# will not reliably deliver a SECOND simultaneous finger to another
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# Control - which meant pivoting while steering with the joystick silently
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# did nothing. The joystick already bypasses the GUI for the same reason.
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var pivot_cw_touch: int = -1
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var pivot_ccw_touch: int = -1
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# --- keyboard and mouse ----------------------------------------------------
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# The touch UI is the whole story on a phone. On a machine with a keyboard -
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# which in practice means the web build - WASD or the arrow keys steer, Q/E
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# pivot the formation, and the wheel zooms. Clicking the icon buttons already
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# works without any code here, because the project emulates touch from the
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# mouse (see project.godot), which is the same path the buttons already read.
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#
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# Keys are tracked from events rather than polled off the Input singleton so
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# the whole thing is drivable from a headless test.
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const KEY_DIRECTIONS: Dictionary = {
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KEY_W: Vector2.UP, KEY_UP: Vector2.UP,
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KEY_S: Vector2.DOWN, KEY_DOWN: Vector2.DOWN,
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KEY_A: Vector2.LEFT, KEY_LEFT: Vector2.LEFT,
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KEY_D: Vector2.RIGHT, KEY_RIGHT: Vector2.RIGHT,
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}
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const KEY_PIVOT_CW: int = KEY_E
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const KEY_PIVOT_CCW: int = KEY_Q
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const WHEEL_ZOOM_STEP: float = 1.12
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var keys_down: Dictionary = {}
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var keyboard_seen: bool = false
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var keyboard_steering: bool = false
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func _ready() -> void:
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# #148: the main theme, which outlives this scene - see Music.ensure().
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# This script is the root of BOTH the space scene and the planet
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# surface, so one call here covers the whole game.
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Music.ensure(get_tree())
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if joystick != null:
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joystick.direction_changed.connect(_on_joystick_direction)
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func _held_pivot_direction() -> float:
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var dir: float = 0.0
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if pivot_cw_button != null and pivot_cw_button.pressed_down:
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dir += 1.0
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if pivot_ccw_button != null and pivot_ccw_button.pressed_down:
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dir -= 1.0
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if keys_down.has(KEY_PIVOT_CW):
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dir += 1.0
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if keys_down.has(KEY_PIVOT_CCW):
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dir -= 1.0
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return clampf(dir, -1.0, 1.0)
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# #153: "after a dialog popup the godot input system is lost on keypress. If
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# I had a key held it keeps moving in the key direction."
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#
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# It was not lost - it was never delivered. A dialog stops the tree (#128),
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# a paused node receives no input, and this controller is paused along with
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# everything else. So a key RELEASED while the line was up never reached
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# _handle_key, keys_down kept it, and the fleet flew on in that direction
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# once the game restarted.
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#
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# NOTIFICATION_UNPAUSED arrives whatever a node's process mode is, which
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# makes it the one moment where the question can be asked. The physical
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# keyboard is the authority on what is actually held down; keys_down is only
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# a record of what we were told, and it is the record that went stale.
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func _notification(what: int) -> void:
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if what == NOTIFICATION_UNPAUSED:
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_forget_released_keys()
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func _forget_released_keys() -> void:
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for key in keys_down.keys():
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if not Input.is_key_pressed(key):
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keys_down.erase(key)
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func keyboard_direction() -> Vector2:
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var dir: Vector2 = Vector2.ZERO
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for key in KEY_DIRECTIONS:
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if keys_down.has(key):
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dir += KEY_DIRECTIONS[key]
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return Vector2.ZERO if dir == Vector2.ZERO else dir.normalized()
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func _handle_key(event: InputEventKey) -> void:
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if event.echo:
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return
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if event.pressed:
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keys_down[event.keycode] = true
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_note_keyboard()
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else:
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keys_down.erase(event.keycode)
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# A quick tap of a pivot key gets the same minimum step a tapped
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# button does, rather than turning by a barely-visible sliver.
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if event.keycode == KEY_PIVOT_CW:
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_finish_pivot_tap(1.0)
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elif event.keycode == KEY_PIVOT_CCW:
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_finish_pivot_tap(-1.0)
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# #85: on a computer the on-screen sticks and the pivot pair are dead weight -
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# WASD steers, the mouse aims, Q/E pivot.
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#
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# #171: they now come and GO, rather than being taken away once and for all.
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#
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# The old rule asked DisplayServer.is_touchscreen_available() and, if it said
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# yes, kept everything for ever - because the failure to avoid is a phone left
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# with no way to steer. In a browser that query says yes on half the laptops
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# in the world, so the web build showed thumb sticks to people holding a
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# mouse, which is the ticket. It also could not be undone: a wrong answer the
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# other way stranded a tablet with no controls until it was restarted.
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#
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# Following the LAST INPUT ACTUALLY USED fixes both ends. Touch the screen and
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# the controls are there; use the mouse or the keyboard and they go. Nobody is
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# ever stranded, because the gesture that needs them is the same gesture that
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# brings them back, and it takes one tap. GameState owns the reading (see
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# note_touch_input) so the mouse-aiming gate cannot disagree with this.
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func _note_keyboard() -> void:
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keyboard_seen = true
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GameState.note_pointer_input()
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_sync_touch_controls()
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func _note_touch() -> void:
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GameState.note_touch_input()
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_sync_touch_controls()
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func _sync_touch_controls() -> void:
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var offered: bool = GameState.pointer_is_touch
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for control in [joystick, fire_stick, pivot_cw_button, pivot_ccw_button]:
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if control != null and control.visible != offered:
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control.visible = offered
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func _button_holds(button: IconButton, at_position: Vector2) -> bool:
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return button != null and Rect2(button.global_position, button.size).has_point(at_position)
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func _set_button_held(button: IconButton, held: bool) -> void:
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if button == null or button.pressed_down == held:
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return
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button.pressed_down = held
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button.queue_redraw()
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# Returns true when a pivot button consumed the touch.
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func _handle_pivot_touch(event: InputEventScreenTouch) -> bool:
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if event.pressed:
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if _button_holds(pivot_cw_button, event.position) and pivot_cw_touch == -1:
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pivot_cw_touch = event.index
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_set_button_held(pivot_cw_button, true)
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return true
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if _button_holds(pivot_ccw_button, event.position) and pivot_ccw_touch == -1:
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pivot_ccw_touch = event.index
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_set_button_held(pivot_ccw_button, true)
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return true
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return false
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if event.index == pivot_cw_touch:
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pivot_cw_touch = -1
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_set_button_held(pivot_cw_button, false)
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_finish_pivot_tap(1.0)
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return true
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if event.index == pivot_ccw_touch:
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pivot_ccw_touch = -1
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_set_button_held(pivot_ccw_button, false)
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_finish_pivot_tap(-1.0)
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return true
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return false
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func _update_pivot(delta: float) -> void:
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var dir: float = _held_pivot_direction()
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if dir == 0.0:
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return
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var amount: float = PIVOT_SPEED * delta * dir
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pivot_hold_amount += absf(amount)
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_pivot(amount)
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func _finish_pivot_tap(direction: float) -> void:
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# Fired on release. A press held long enough has already turned far
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# enough on its own; a brief tap gets topped up to the minimum step -
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# but only once THAT DIRECTION's own cooldown has cleared, so spamming
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# one side can't grant rotation faster than holding the button would.
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var cooldown_left: float = pivot_cw_tap_cooldown_left if direction > 0.0 else pivot_ccw_tap_cooldown_left
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if pivot_hold_amount < PIVOT_MIN_STEP and cooldown_left <= 0.0:
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_pivot((PIVOT_MIN_STEP - pivot_hold_amount) * direction)
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if direction > 0.0:
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pivot_cw_tap_cooldown_left = PIVOT_TAP_COOLDOWN
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else:
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pivot_ccw_tap_cooldown_left = PIVOT_TAP_COOLDOWN
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pivot_hold_amount = 0.0
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func _pivot(radians: float) -> void:
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# Turns the formation and re-seats the ships already flying it, so the
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# change is visible immediately rather than only on the next rebuild.
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# apply_formation() writes the new offsets into Fleet.formation_offsets,
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# which move_to()/move_in_direction() also read - so a pivot applied
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# while the joystick is steering survives the next steering update
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# instead of being overwritten by the old layout.
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GameState.rotate_formation(radians)
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fleet.apply_formation()
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func _on_joystick_direction(direction: Vector2) -> void:
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# Steering is re-issued every frame in _process while the stick is held,
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# so this only needs to handle the release (stick back to centre).
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if direction == Vector2.ZERO:
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fleet.stop()
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func _process(delta: float) -> void:
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pivot_cw_tap_cooldown_left = maxf(pivot_cw_tap_cooldown_left - delta, 0.0)
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pivot_ccw_tap_cooldown_left = maxf(pivot_ccw_tap_cooldown_left - delta, 0.0)
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_update_pivot(delta)
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# Keep the heading fresh while a control is held. Fleet advances its own
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# anchor in _process, so this only needs to report the direction. The
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# keyboard takes precedence, and releasing the keys has to stop the fleet
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# itself - unlike the stick, there is no centred-again signal to hook.
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# #124: the breach drives. One check here covers the stick, the keyboard
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# and the released-again path together - three separate gates would be
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# three chances for one of them to keep steering.
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if GameState.intro_locks_movement:
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keyboard_steering = false
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else:
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_apply_steering()
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var target: Vector2 = fleet.get_centroid()
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if camera.global_position.distance_to(target) <= camera_snap_distance:
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# Snap and stop dead - see camera_snap_distance. Assigning the exact
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# target means a settled fleet produces a bit-identical camera position
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# frame after frame, so the background shaders stop re-rendering a
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# shifted image and tearing has nothing to reveal.
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camera.global_position = target
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return
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var t: float = clamp(camera_follow_speed * delta, 0.0, 1.0)
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camera.global_position = camera.global_position.lerp(target, t)
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func _apply_steering() -> void:
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var keyed: Vector2 = keyboard_direction()
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if keyed != Vector2.ZERO:
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keyboard_steering = true
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fleet.move_in_direction(keyed)
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elif keyboard_steering:
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keyboard_steering = false
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fleet.stop()
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elif joystick != null and joystick.direction != Vector2.ZERO:
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fleet.move_in_direction(joystick.direction)
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventScreenTouch:
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_handle_touch(event)
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elif event is InputEventScreenDrag:
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_handle_drag(event)
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elif event is InputEventMagnifyGesture:
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_handle_magnify(event)
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elif event is InputEventKey:
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_handle_key(event)
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elif event is InputEventMouseMotion:
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_note_keyboard()
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if speed_fader != null:
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speed_fader.handle_mouse_motion(event)
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elif event is InputEventMouseButton:
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_note_keyboard()
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# #118: the fader gets first refusal, so dragging the boost does not
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# also pan or zoom the world behind it.
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if speed_fader != null and speed_fader.handle_mouse_button(event):
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return
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if not event.pressed:
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return
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# Wheel zoom, the desktop equivalent of the pinch.
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if event.button_index == MOUSE_BUTTON_WHEEL_UP:
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_set_zoom(camera.zoom.x * WHEEL_ZOOM_STEP)
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elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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_set_zoom(camera.zoom.x / WHEEL_ZOOM_STEP)
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func _handle_touch(event: InputEventScreenTouch) -> void:
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# #171: a finger on the glass is the one unambiguous piece of evidence
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# that this is a touch device being played by touch, and it is recorded
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# before anything gets a chance to claim the event - a touch swallowed by
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# the joystick is still a touch.
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_note_touch()
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# The joystick gets first refusal on every touch, and only claims ones
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# that begin inside its own rect - so pinch-to-zoom still works anywhere
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# else on screen.
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if gas_bomb_controller != null and gas_bomb_controller.handle_touch(event):
|
|
return
|
|
if laser_controller != null and laser_controller.handle_touch(event):
|
|
return
|
|
if speed_fader != null and speed_fader.handle_touch(event):
|
|
return
|
|
if _handle_pivot_touch(event):
|
|
return
|
|
if joystick != null and joystick.visible and joystick.handle_touch(event):
|
|
return
|
|
# Order between the two sticks does not matter: each only claims touches
|
|
# that begin inside its own rect, and their rects do not overlap.
|
|
if fire_stick != null and fire_stick.visible and fire_stick.handle_touch(event):
|
|
return
|
|
|
|
if event.pressed:
|
|
touches[event.index] = event.position
|
|
if touches.size() == 2:
|
|
_start_pinch()
|
|
if debug_input_logging:
|
|
print("DEBUG touch pressed idx=%d pos=%s active_touches=%d" % [event.index, event.position, touches.size()])
|
|
else:
|
|
touches.erase(event.index)
|
|
if touches.size() < 2:
|
|
pinch_active = false
|
|
if debug_input_logging:
|
|
print("DEBUG touch released idx=%d active_touches=%d" % [event.index, touches.size()])
|
|
|
|
|
|
func _handle_drag(event: InputEventScreenDrag) -> void:
|
|
# A finger moving on the glass, same as a finger arriving on it (#171).
|
|
_note_touch()
|
|
if gas_bomb_controller != null and gas_bomb_controller.handle_drag(event):
|
|
return
|
|
if laser_controller != null and laser_controller.handle_drag(event):
|
|
return
|
|
if speed_fader != null and speed_fader.handle_drag(event):
|
|
return
|
|
if joystick != null and joystick.visible and joystick.handle_drag(event):
|
|
return
|
|
if fire_stick != null and fire_stick.visible and fire_stick.handle_drag(event):
|
|
return
|
|
if not touches.has(event.index):
|
|
return
|
|
touches[event.index] = event.position
|
|
|
|
if pinch_active and touches.size() == 2 and pinch_start_distance > 0.0:
|
|
var positions: Array = touches.values()
|
|
var current_distance: float = positions[0].distance_to(positions[1])
|
|
# Spreading the fingers apart zooms IN. Camera2D.zoom is a
|
|
# magnification (larger = closer), so the ratio goes
|
|
# current/start, not start/current.
|
|
var new_zoom: float = pinch_start_zoom * (current_distance / max(pinch_start_distance, 1.0))
|
|
_set_zoom(new_zoom)
|
|
|
|
if debug_input_logging:
|
|
print("DEBUG pinch drag distance=%.1f zoom=%.3f" % [current_distance, camera.zoom.x])
|
|
|
|
|
|
func _handle_magnify(event: InputEventMagnifyGesture) -> void:
|
|
# Fallback path: some platforms (and desktop trackpads) report pinch as a
|
|
# single semantic gesture instead of two raw touch streams. factor > 1
|
|
# means the gesture is spreading outward, which zooms in - and since
|
|
# Camera2D.zoom is a magnification, that multiplies.
|
|
_set_zoom(camera.zoom.x * event.factor)
|
|
if debug_input_logging:
|
|
print("DEBUG magnify gesture factor=%.3f zoom=%.3f" % [event.factor, camera.zoom.x])
|
|
|
|
|
|
func _start_pinch() -> void:
|
|
pinch_active = true
|
|
var positions: Array = touches.values()
|
|
pinch_start_distance = positions[0].distance_to(positions[1])
|
|
pinch_start_zoom = camera.zoom.x
|
|
|
|
|
|
func _set_zoom(raw_zoom: float) -> void:
|
|
var z: float = clamp(raw_zoom, min_zoom, max_zoom)
|
|
camera.zoom = Vector2(z, z)
|