fix regressions when restructuring nodes
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f35d27b518
commit
a4136c937f
7 changed files with 161 additions and 88 deletions
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@ -18,11 +18,24 @@ var map_filename:String = map_filenames[3]
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var _world_generator:WorldGenerator
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func _process(_delta) -> void:
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while Input.is_action_pressed("camera_rotate_left_stepless"):
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node_game.camera_rotate(-0.1)
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await get_tree().create_timer(0.2).timeout
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while Input.is_action_pressed("camera_rotate_right_stepless"):
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node_game.camera_rotate(0.1)
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await get_tree().create_timer(0.2).timeout
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func _ready():
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node_mainmenu.set_ready()
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func _unhandled_input(event) -> void:
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###################################
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# MAIN MENU #
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###################################
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if event.is_action_pressed("open_main_menu"):
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# move mainmenu to current game camera position
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var mainmenu_pos = Globals.CAMERA_POSITION
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@ -34,6 +47,38 @@ func _unhandled_input(event) -> void:
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toggle_main_menu_visibility()
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#await get_tree().create_timer(0.2).timeout
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self.find_child("Game").process_mode = PROCESS_MODE_DISABLED
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###################################
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# GAME CAMERA #
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###################################
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if event.is_action_pressed("camera_zoom_in"):
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node_game.camera_zoom_in()
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if event.is_action_pressed("camera_zoom_out"):
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node_game.camera_zoom_out()
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if event.is_action_pressed("camera_rotate_left_fixed_step"):
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node_game.camera_rotate(-45)
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if event.is_action_pressed("camera_rotate_right_fixed_step"):
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node_game.camera_rotate(45)
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if event.is_action_pressed("camera_reset_rotation"):
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node_game.camera_reset_rotation()
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if event.is_action_pressed("take_screenshot"):
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node_game.take_screenshot()
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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if !node_game.camera_get_panning() and event.pressed:
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node_game.camera_set_panning(true)
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if node_game.camera_get_panning() and !event.pressed:
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node_game.camera_set_panning(false)
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if event is InputEventMouseMotion and node_game.camera_get_panning():
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# rotate event.relative vector with camera rotation so camera moves to "correct" direction
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node_game.camera_pan_position(event.relative.rotated(node_game.camera_get_rotation()) * Globals.CAMERA_PAN_MULTI)
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# prevent camera from going overboard
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node_game.camera_clamp_position()
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func _on_mainmenu_button_pressed(button:int):
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@ -89,7 +134,7 @@ func toggle_main_menu_visibility():
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node_mainmenu.show()
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func set_camera_position(pos:Vector2):
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node_game.set_camera_position(pos)
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node_game.camera_set_position(pos)
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