PlanetSetupEditor authors PlanetSetup resources: pick a surface profile (drives the real lunar_surface background, not a blank sheet), place/move/delete capture points and enemies from a palette generated straight off EnemyDefinitions.all() (a new enemy definition shows up with no editor change), pan/pinch-zoom the canvas with the same touch idiom as GameController, then save to res://PlanetSetups/<id>.tres via ResourceSaver - reachable now from the main menu's Map Editor button. The mutation methods (new_setup/load_setup/add_*/move_*/remove_*/save_setup) are the whole model and work standalone, which is what lets tests/test_setup_editor.gd drive placement/move/delete/save/reload directly without simulating touch input. Every cross-file reference is a preloaded script const rather than a bare global class name, matching #42/#44's load-order notes - this file is instantiated from other scripts' function bodies, never as a script-mode test entry point itself, so it wasn't at risk the same way the test files were, but the pattern is kept consistent throughout. Part of the #40 conquest-mechanic breakdown. This closes out the breakdown: #41-#48 are now all implemented, tested, and merged.
460 lines
16 KiB
GDScript
460 lines
16 KiB
GDScript
extends Node2D
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# Authoring tool for PlanetSetup resources (#40/#48): place/move/delete
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# capture points and enemy spawns for a chosen surface profile, then save
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# to res://PlanetSetups/<id>.tres so the game picks it up the same way it
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# picks up every other authored setup. Deliberately does not touch
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# GameState - this tool only edits committed resources, never gameplay
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# state.
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#
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# The mutation methods below (new_setup/load_setup/add_*/move_*/remove_*/
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# save_setup) are the editor's whole model and are safe to call directly
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# without any touch input, which is how tests/test_setup_editor.gd drives
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# them; the touch handlers at the bottom are a thin input layer on top.
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# Preloaded by path rather than referenced by global class name, same as
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# every other cross-file lookup added this session (see #42/#44's
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# load-order notes) - a bare class-name reference needs the global
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# class_name cache already warm, which an explicit script path never does.
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const ENEMY_DEFINITIONS = preload("res://EnemyDefinitions.gd")
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const PLANET_SETUP_SCRIPT = preload("res://PlanetSetup.gd")
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const PLANET_SETUP_SPAWN_SCRIPT = preload("res://PlanetSetupSpawn.gd")
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const PALETTE_ENTRY_BUTTON_SCRIPT = preload("res://PaletteEntryButton.gd")
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const MIN_ZOOM: float = 0.3
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const MAX_ZOOM: float = 4.0
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const WHEEL_ZOOM_STEP: float = 1.1
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const HIT_RADIUS: float = 50.0
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const ORIGIN_COLOR: Color = Color(1.0, 0.9, 0.4)
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# Duplicated from PaletteEntryButton.RING_COLOR rather than referenced
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# cross-class - a global class_name lookup at parse time needs the class
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# cache already warm (see #42/#44's load-order notes), which a plain
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# local const sidesteps entirely.
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const CAPTURE_MARKER_COLOR: Color = Color(0.55, 0.85, 1.0)
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const PALETTE_STEP: float = 92.0
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@onready var camera: Camera2D = $Camera2D
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@onready var background: ColorRect = $BackgroundLayer/Background
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@onready var item_host: Node2D = $ItemHost
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@onready var back_button: IconButton = $UI/BackButton
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@onready var profile_button: IconButton = $UI/ProfileButton
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@onready var profile_value_label: Label = $UI/ProfileValueLabel
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@onready var name_input: LineEdit = $UI/NameInput
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@onready var new_button: IconButton = $UI/NewButton
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@onready var save_button: IconButton = $UI/SaveButton
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@onready var load_button: IconButton = $UI/LoadButton
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@onready var delete_button: IconButton = $UI/DeleteButton
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@onready var status_label: Label = $UI/StatusLabel
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@onready var palette_row: Control = $UI/PaletteRow
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var current_setup: Resource
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var selected_palette: String = "capture_point"
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var selected_item: Dictionary = {}
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var _profile_ids: Array = []
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var _profile_cursor: int = 0
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var _load_cursor: int = -1
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var _palette_buttons: Array = []
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var _origin_marker: NeonPiece
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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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var drag_touch_index: int = -1
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var drag_mode: String = ""
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var dragging_item: Dictionary = {}
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var pan_start_screen: Vector2 = Vector2.ZERO
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var pan_start_camera: Vector2 = Vector2.ZERO
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func _ready() -> void:
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_profile_ids = PlanetSurfaceProfiles.PROFILES.keys()
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back_button.pressed.connect(func(): get_tree().change_scene_to_file("res://MainMenu.tscn"))
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profile_button.pressed.connect(_on_profile_pressed)
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new_button.pressed.connect(_on_new_pressed)
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save_button.pressed.connect(_on_save_pressed)
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load_button.pressed.connect(_on_load_pressed)
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delete_button.pressed.connect(_on_delete_pressed)
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name_input.text_changed.connect(_on_name_changed)
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_origin_marker = NeonPiece.create(item_host, Vector2.ZERO, ORIGIN_COLOR)
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var cross_size: float = 26.0
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_origin_marker.add_line(Vector2(-cross_size, 0), Vector2(cross_size, 0), 0.6)
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_origin_marker.add_line(Vector2(0, -cross_size), Vector2(0, cross_size), 0.6)
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_origin_marker.queue_redraw()
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_build_palette()
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new_setup("untitled", "Untitled", _profile_ids[0])
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# --- model: setup lifecycle -------------------------------------------------
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func new_setup(setup_id: String, display_name: String, profile_id: String) -> void:
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current_setup = PLANET_SETUP_SCRIPT.new()
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current_setup.setup_id = setup_id
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current_setup.display_name = display_name
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current_setup.surface_profile_id = profile_id
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# capture_points/enemy_spawns are left at PlanetSetup's own declared
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# defaults (already empty) rather than reassigned here - assigning a
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# plain `[]` to enemy_spawns from outside PlanetSetup.gd's own file
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# fails at runtime, since the compiler here only sees current_setup as
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# a plain Resource and can't confirm the target is Array[Resource].
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selected_item = {}
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_profile_cursor = maxi(_profile_ids.find(profile_id), 0)
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if name_input != null:
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name_input.text = display_name
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_refresh_background()
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_rebuild_markers()
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_set_status("")
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func load_setup(setup_id: String) -> bool:
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for setup in PlanetSetups.all():
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if setup.setup_id == setup_id:
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# Edit a duplicate so in-progress edits never mutate the live
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# registry entry (which other code may be reading) until an
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# explicit save.
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current_setup = setup.duplicate(true)
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selected_item = {}
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_profile_cursor = maxi(_profile_ids.find(current_setup.surface_profile_id), 0)
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if name_input != null:
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name_input.text = current_setup.display_name
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_refresh_background()
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_rebuild_markers()
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_set_status("Loaded '%s'." % setup_id)
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return true
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return false
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func save_setup() -> Dictionary:
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if current_setup == null:
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return {"ok": false, "message": "No setup to save."}
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if current_setup.setup_id.strip_edges() == "":
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return {"ok": false, "message": "Name the setup before saving."}
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if not OS.has_feature("editor"):
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return {"ok": false, "message": "Setups can only be saved when running from the project."}
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var path: String = "res://PlanetSetups/%s.tres" % current_setup.setup_id
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var err: int = ResourceSaver.save(current_setup, path)
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if err != OK:
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return {"ok": false, "message": "Save failed (error %d)." % err}
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PlanetSetups.rescan()
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return {"ok": true, "message": "Saved '%s'." % current_setup.setup_id}
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# --- model: capture points ---------------------------------------------
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func add_capture_point(at: Vector2) -> int:
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if current_setup == null:
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return -1
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var points: PackedVector2Array = current_setup.capture_points
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points.append(at)
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current_setup.capture_points = points
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_rebuild_markers()
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return points.size() - 1
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func move_capture_point(index: int, at: Vector2) -> void:
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if current_setup == null or index < 0 or index >= current_setup.capture_points.size():
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return
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current_setup.capture_points[index] = at
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_rebuild_markers()
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func remove_capture_point(index: int) -> void:
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if current_setup == null or index < 0 or index >= current_setup.capture_points.size():
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return
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var points: PackedVector2Array = current_setup.capture_points
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points.remove_at(index)
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current_setup.capture_points = points
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_rebuild_markers()
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# --- model: enemy spawns ------------------------------------------------
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func add_enemy(enemy_id: String, at: Vector2) -> int:
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if current_setup == null:
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return -1
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var spawn: Resource = PLANET_SETUP_SPAWN_SCRIPT.new()
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spawn.enemy_id = enemy_id
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spawn.position = at
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current_setup.enemy_spawns.append(spawn)
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_rebuild_markers()
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return current_setup.enemy_spawns.size() - 1
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func move_enemy(index: int, at: Vector2) -> void:
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if current_setup == null or index < 0 or index >= current_setup.enemy_spawns.size():
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return
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current_setup.enemy_spawns[index].position = at
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_rebuild_markers()
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func remove_enemy(index: int) -> void:
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if current_setup == null or index < 0 or index >= current_setup.enemy_spawns.size():
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return
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current_setup.enemy_spawns.remove_at(index)
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_rebuild_markers()
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# --- background/markers --------------------------------------------------
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func _refresh_background() -> void:
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if current_setup == null or background == null:
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return
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var profile: Resource = PlanetSurfaceProfiles.get_profile(current_setup.surface_profile_id)
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var material: ShaderMaterial = background.material
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material.set_shader_parameter("base_color", profile.base_color)
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material.set_shader_parameter("crater_color", profile.crater_color)
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material.set_shader_parameter("highlight_color", profile.highlight_color)
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if profile_value_label != null:
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profile_value_label.text = current_setup.surface_profile_id.to_upper()
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func _rebuild_markers() -> void:
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if item_host == null:
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return
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for child in item_host.get_children():
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if child != _origin_marker:
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child.queue_free()
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if current_setup == null:
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return
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for i in range(current_setup.capture_points.size()):
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_add_capture_marker(i, current_setup.capture_points[i])
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for i in range(current_setup.enemy_spawns.size()):
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_add_enemy_marker(i, current_setup.enemy_spawns[i])
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func _add_capture_marker(index: int, at: Vector2) -> void:
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var is_selected: bool = selected_item.get("kind", "") == "capture" and selected_item.get("index", -1) == index
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var color: Color = Color(1.0, 0.95, 0.9) if is_selected else CAPTURE_MARKER_COLOR
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var marker: NeonPiece = NeonPiece.create(item_host, at, color)
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var points: PackedVector2Array = PackedVector2Array()
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for i in range(16):
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var angle: float = float(i) / 16.0 * TAU
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points.append(Vector2(cos(angle), sin(angle)) * 60.0)
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marker.add_polygon(points, 0.6)
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marker.queue_redraw()
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func _add_enemy_marker(index: int, spawn: Resource) -> void:
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var definition: Resource = ENEMY_DEFINITIONS.get_definition(spawn.enemy_id)
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var is_selected: bool = selected_item.get("kind", "") == "enemy" and selected_item.get("index", -1) == index
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var color: Color = Color(1.0, 0.95, 0.9) if is_selected else definition.glow_color
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var marker: NeonPiece = NeonPiece.create(item_host, spawn.position, color)
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marker.add_polygon(definition.hull_points, 0.9)
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marker.queue_redraw()
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# --- palette ---------------------------------------------------------------
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func _build_palette() -> void:
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var entries: Array = [{"id": "capture_point", "is_point": true, "definition": null}]
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for definition in ENEMY_DEFINITIONS.all():
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entries.append({"id": definition.enemy_id, "is_point": false, "definition": definition})
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var x: float = 0.0
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for entry in entries:
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var button: Control = PALETTE_ENTRY_BUTTON_SCRIPT.new()
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button.position = Vector2(x, 0)
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button.size = Vector2(84, 84)
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button.is_capture_point = entry.is_point
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button.enemy_definition = entry.definition
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button.selected = entry.id == selected_palette
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button.pressed.connect(_on_palette_pressed.bind(entry.id))
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palette_row.add_child(button)
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_palette_buttons.append(button)
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x += PALETTE_STEP
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func _on_palette_pressed(id: String) -> void:
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selected_palette = id
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_refresh_palette_selection()
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func _refresh_palette_selection() -> void:
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for button in _palette_buttons:
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var entry_id: String = "capture_point" if button.is_capture_point else button.enemy_definition.enemy_id
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button.selected = entry_id == selected_palette
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# --- UI handlers -------------------------------------------------------
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func _on_profile_pressed() -> void:
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if _profile_ids.is_empty():
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return
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_profile_cursor = (_profile_cursor + 1) % _profile_ids.size()
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current_setup.surface_profile_id = _profile_ids[_profile_cursor]
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_refresh_background()
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func _on_new_pressed() -> void:
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new_setup("untitled", "Untitled", _profile_ids[_profile_cursor])
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func _on_save_pressed() -> void:
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var result: Dictionary = save_setup()
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_set_status(result.message)
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func _on_load_pressed() -> void:
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var setups: Array = PlanetSetups.all()
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if setups.is_empty():
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_set_status("No saved setups yet.")
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return
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_load_cursor = (_load_cursor + 1) % setups.size()
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load_setup(setups[_load_cursor].setup_id)
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func _on_delete_pressed() -> void:
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if selected_item.is_empty():
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_set_status("Nothing selected to delete.")
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return
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if selected_item.kind == "capture":
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remove_capture_point(selected_item.index)
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else:
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remove_enemy(selected_item.index)
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selected_item = {}
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func _on_name_changed(new_text: String) -> void:
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if current_setup == null:
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return
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current_setup.display_name = new_text
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current_setup.setup_id = _sanitize_id(new_text)
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func _sanitize_id(text: String) -> String:
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var lowered: String = text.strip_edges().to_lower()
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var result: String = ""
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for c in lowered:
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result += c if (c.to_lower() != c.to_upper() or c == "_" or (c >= "0" and c <= "9")) else "_"
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return result if result != "" else "untitled"
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func _set_status(message: String) -> void:
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if status_label != null:
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status_label.text = message
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# --- placement/selection helpers ----------------------------------------
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func _place_selected(world_pos: Vector2) -> void:
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if selected_palette == "capture_point":
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add_capture_point(world_pos)
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else:
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add_enemy(selected_palette, world_pos)
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func _find_marker_near(world_pos: Vector2) -> Dictionary:
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if current_setup == null:
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return {}
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var best: Dictionary = {}
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var best_dist: float = HIT_RADIUS
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for i in range(current_setup.capture_points.size()):
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var d: float = world_pos.distance_to(current_setup.capture_points[i])
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if d <= best_dist:
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best_dist = d
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best = {"kind": "capture", "index": i}
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for i in range(current_setup.enemy_spawns.size()):
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var d: float = world_pos.distance_to(current_setup.enemy_spawns[i].position)
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if d <= best_dist:
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best_dist = d
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best = {"kind": "enemy", "index": i}
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return best
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func _move_selected(world_pos: Vector2) -> void:
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if dragging_item.is_empty():
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return
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if dragging_item.kind == "capture":
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move_capture_point(dragging_item.index, world_pos)
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else:
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move_enemy(dragging_item.index, world_pos)
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func _screen_to_world(screen_pos: Vector2) -> Vector2:
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var viewport_size: Vector2 = get_viewport_rect().size
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return camera.position + (screen_pos - viewport_size / 2.0) / camera.zoom.x
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# --- touch/pan/zoom (mirrors GameController's pinch idiom) ---------------
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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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_set_zoom(camera.zoom.x * event.factor)
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elif event is InputEventMouseButton and event.pressed:
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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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if event.pressed:
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touches[event.index] = event.position
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if touches.size() == 2:
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_start_pinch()
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drag_touch_index = -1
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drag_mode = ""
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return
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if touches.size() == 1:
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var world_pos: Vector2 = _screen_to_world(event.position)
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var hit: Dictionary = _find_marker_near(world_pos)
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drag_touch_index = event.index
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if not hit.is_empty():
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selected_item = hit
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dragging_item = hit
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drag_mode = "item"
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_rebuild_markers()
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elif selected_palette != "":
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_place_selected(world_pos)
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drag_mode = ""
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else:
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drag_mode = "pan"
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pan_start_screen = event.position
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pan_start_camera = camera.position
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else:
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touches.erase(event.index)
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if touches.size() < 2:
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pinch_active = false
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if event.index == drag_touch_index:
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drag_touch_index = -1
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drag_mode = ""
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dragging_item = {}
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func _handle_drag(event: InputEventScreenDrag) -> void:
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if not touches.has(event.index):
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return
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touches[event.index] = event.position
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if pinch_active and touches.size() == 2 and pinch_start_distance > 0.0:
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var positions: Array = touches.values()
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var current_distance: float = positions[0].distance_to(positions[1])
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_set_zoom(pinch_start_zoom * (current_distance / maxf(pinch_start_distance, 1.0)))
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return
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|
|
|
if event.index != drag_touch_index:
|
|
return
|
|
match drag_mode:
|
|
"item":
|
|
_move_selected(_screen_to_world(event.position))
|
|
"pan":
|
|
var delta_screen: Vector2 = event.position - pan_start_screen
|
|
camera.position = pan_start_camera - delta_screen / 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 = clampf(raw_zoom, MIN_ZOOM, MAX_ZOOM)
|
|
camera.zoom = Vector2(z, z)
|