Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
125 lines
4.1 KiB
GDScript
125 lines
4.1 KiB
GDScript
class_name TouchJoystick
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extends Control
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# Touch joystick for steering the fleet. Lives in the bottom-left corner.
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#
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# Behaves like a "floating" stick within its own rect: the base re-centres
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# on wherever the finger first lands, so the player doesn't have to hit an
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# exact spot on a phone screen they can't feel. The knob then follows the
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# finger out to max_radius, and `direction` reports the offset normalised
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# against that radius (so magnitude is 0..1, usable for throttle later).
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#
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# Releasing puts BOTH the base and the knob back in the middle of the rect, so
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# an idle stick always looks the same and always looks idle.
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#
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# Only claims touches that start inside its own rect - anything else falls
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# through untouched, which is what keeps pinch-to-zoom working everywhere
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# else on screen.
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signal direction_changed(direction: Vector2)
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signal released
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# How far the knob travels from centre, as a fraction of the control's
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# shorter side. Derived rather than a fixed number of pixels so that
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# enlarging the stick's rect enlarges the ring the player actually sees -
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# otherwise the touch area grows and the visible control stays small.
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const RADIUS_RATIO: float = 0.28
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@export var max_radius: float = 90.0
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@export var deadzone: float = 0.12
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@export var glow_color: Color = Color(0.25, 0.85, 1.0)
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@export var core_color: Color = Color(1.0, 1.0, 1.0)
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var direction: Vector2 = Vector2.ZERO
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var active_touch_index: int = -1
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var base_pos: Vector2 = Vector2.ZERO
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var knob_pos: Vector2 = Vector2.ZERO
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func _ready() -> void:
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resized.connect(_relayout)
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_relayout()
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# Where the stick sits when nobody is touching it: the middle of its own rect.
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# The base only moves away from here while a finger is down (see handle_touch),
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# and returns the moment it lifts.
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func home_pos() -> Vector2:
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return size / 2.0
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func _relayout() -> void:
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base_pos = home_pos()
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knob_pos = base_pos
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max_radius = minf(size.x, size.y) * RADIUS_RATIO
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queue_redraw()
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func is_active() -> bool:
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return active_touch_index != -1
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# Returns true if the event was consumed, so the caller knows not to treat
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# it as a world gesture (a fleet move, or one finger of a pinch).
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func handle_touch(event: InputEventScreenTouch) -> bool:
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var local: Vector2 = event.position - global_position
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if event.pressed:
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if active_touch_index != -1:
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return false
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if not Rect2(Vector2.ZERO, size).has_point(local):
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return false
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active_touch_index = event.index
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base_pos = local
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knob_pos = local
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_update_direction()
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return true
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if event.index != active_touch_index:
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return false
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active_touch_index = -1
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# Back to the middle of the rect, BASE included. This used to reset the
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# knob onto base_pos and leave the base wherever the finger had landed, so
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# a released stick stayed parked off-centre - which reads as a control
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# still in use, and left the ring somewhere different every time.
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base_pos = home_pos()
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knob_pos = base_pos
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direction = Vector2.ZERO
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queue_redraw()
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direction_changed.emit(direction)
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released.emit()
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return true
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func handle_drag(event: InputEventScreenDrag) -> bool:
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if event.index != active_touch_index:
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return false
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knob_pos = event.position - global_position
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_update_direction()
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return true
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func _update_direction() -> void:
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var offset: Vector2 = knob_pos - base_pos
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if offset.length() > max_radius:
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offset = offset.normalized() * max_radius
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knob_pos = base_pos + offset
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var raw: Vector2 = offset / max_radius
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direction = Vector2.ZERO if raw.length() < deadzone else raw
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queue_redraw()
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direction_changed.emit(direction)
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func _draw() -> void:
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var ring: PackedVector2Array = PackedVector2Array()
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var segments: int = 28
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for i in range(segments):
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var a: float = (float(i) / segments) * TAU
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ring.append(base_pos + Vector2(cos(a), sin(a)) * max_radius)
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NeonDraw.draw_glowing_polygon(self, ring, glow_color, 0.55, core_color)
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var knob: PackedVector2Array = PackedVector2Array()
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var knob_radius: float = max_radius * 0.34
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for i in range(segments):
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var a: float = (float(i) / segments) * TAU
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knob.append(knob_pos + Vector2(cos(a), sin(a)) * knob_radius)
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NeonDraw.draw_glowing_polygon(self, knob, glow_color, 1.0 if is_active() else 0.75, core_color)
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