minor cursor changes

This commit is contained in:
Victor Turgeon 2023-06-11 11:12:28 -04:00
parent c3c13089c1
commit cea7c99c3d

View File

@ -3,159 +3,162 @@ using System;
public partial class player : Camera3D
{
private const string _path = "/root/player/";
[Export]
private Label _con;
[Export]
private Label _mousePosLabel;
[Export]
private Label _cursorPosLabel;
[Export]
private RayCast3D _cursor;
[Export]
private Node3D _cursorPoint;
private bool _mUp, _mDown, _mLeft, _mRight, _wIn, _wOut;
private const string _path = "/root/player/";
[Export]
private PackedScene _test_building;
[Export]
private Label _con;
[Export]
private Label _mousePosLabel;
[Export]
private Label _cursorPosLabel;
[Export]
private RayCast3D _cursor;
[Export]
private Node3D _cursorPoint;
private bool _mUp, _mDown, _mLeft, _mRight, _wIn, _wOut;
[Export]
private TextureProgressBar _nuke, _pr, _kash;
[Export]
private Label _chatter;
[Export]
private AudioStreamPlayer _sndChtr, _sndBtn;
[Export]
private Timer _tmrChtr;
private float Nuke { get => (float)_nuke.Value; set => _nuke.Value = value; }
private float PR { get => (float)_pr.Value; set => _pr.Value = value; }
private float Kash { get => (float)_kash.Value; set => _kash.Value = value; }
private string Chatter { get => _chatter.Get("text").ToString(); set {
if (!(bool)_tmrChtr.Get("is_stopped") && value != "")
_sndChtr.Play();
_chatter.Set("text", value);
_tmrChtr.Start();
}
}
[Export]
private PackedScene _test_building;
public Node3D CurrentBuilding { get; set; }
[Export]
private TextureProgressBar _nuke, _pr, _kash;
public override void _Ready()
{
//for debugging TODO: Remove
game_manager.CurrentState = game_manager.State.Building;
if (_test_building != null)
{
CurrentBuilding = _test_building.Instantiate<Node3D>();
GD.Print(CurrentBuilding);
[Export]
private Label _chatter;
GetTree().Root.CallDeferred("add_child", CurrentBuilding);
}
_tmrChtr.Start();
_tmrChtr.Timeout += () => Chatter = "";
}
[Export]
private AudioStreamPlayer _sndChtr, _sndBtn;
public override void _Process(double delta)
{
Vector3 rot = this.Rotation;
bool zin = true, zout = true;
[Export]
private Timer _tmrChtr;
if (Input.IsActionPressed("CamNorth"))
_mUp = true;
if (Input.IsActionPressed("CamSouth"))
_mDown = true;
if (Input.IsActionPressed("CamEast"))
_mRight = true;
if (Input.IsActionPressed("CamWest"))
_mLeft = true;
private float Nuke { get => (float)_nuke.Value; set => _nuke.Value = value; }
private float PR { get => (float)_pr.Value; set => _pr.Value = value; }
private float Kash { get => (float)_kash.Value; set => _kash.Value = value; }
this.Rotation -= rot;
if (this.Position.Y < 5)
zin = false;
else if (this.Position.Y > 45)
zout = false;
if (_mLeft && this.Position.X > -30)
this.Translate(new Vector3((float)-delta * 10, 0, 0));
if (_mRight && this.Position.X < 30)
this.Translate(new Vector3((float)delta * 10, 0, 0));
if (_mUp && this.Position.Z > -25)
this.Translate(new Vector3(0, 0, (float)-delta * 10));
if (_mDown && this.Position.Z < 25)
this.Translate(new Vector3(0, 0, (float)delta * 10));
this.Rotation += rot;
private string Chatter
{
get => _chatter.Get("text").ToString(); set
{
if (!(bool)_tmrChtr.Get("is_stopped") && value != "")
_sndChtr.Play();
_chatter.Set("text", value);
_tmrChtr.Start();
}
}
if (_wIn && zin)
this.Translate(new Vector3(0, 0, (float)-delta * 10));
if (_wOut && zout)
this.Translate(new Vector3(0, 0, (float)delta * 10));
public Node3D CurrentBuilding { get; set; }
_con.Set("text", this.Position);
public override void _Ready()
{
//for debugging TODO: Remove
game_manager.CurrentState = game_manager.State.Building;
if (_test_building != null)
{
CurrentBuilding = _test_building.Instantiate<Node3D>();
GD.Print(CurrentBuilding);
GetTree().Root.CallDeferred("add_child", CurrentBuilding);
}
_tmrChtr.Start();
_tmrChtr.Timeout += () => Chatter = "";
}
public override void _Process(double delta)
{
Vector3 rot = this.Rotation;
bool zin = true, zout = true;
if (Input.IsActionPressed("CamNorth"))
_mUp = true;
if (Input.IsActionPressed("CamSouth"))
_mDown = true;
if (Input.IsActionPressed("CamEast"))
_mRight = true;
if (Input.IsActionPressed("CamWest"))
_mLeft = true;
this.Rotation -= rot;
if (this.Position.Y < 5)
zin = false;
else if (this.Position.Y > 45)
zout = false;
if (_mLeft && this.Position.X > -30)
this.Translate(new Vector3((float)-delta * 10, 0, 0));
if (_mRight && this.Position.X < 30)
this.Translate(new Vector3((float)delta * 10, 0, 0));
if (_mUp && this.Position.Z > -25)
this.Translate(new Vector3(0, 0, (float)-delta * 10));
if (_mDown && this.Position.Z < 25)
this.Translate(new Vector3(0, 0, (float)delta * 10));
this.Rotation += rot;
if (_wIn && zin)
this.Translate(new Vector3(0, 0, (float)-delta * 10));
if (_wOut && zout)
this.Translate(new Vector3(0, 0, (float)delta * 10));
_con.Set("text", this.Position);
if (_cursor != null && _cursorPoint != null)
{
//Get the collision with map and change its X and Z value to always be in the center of a tile
Vector3I collisionVector = (Vector3I)_cursor.GetCollisionPoint();
_cursorPosLabel.Text = "Virtual Cursor Postion" + collisionVector.ToString();
_cursorPoint.GlobalPosition = new Vector3(collisionVector.X - collisionVector.X % 2, collisionVector.Y + 0.1f, collisionVector.Z - collisionVector.Z % 2);
if (_cursor != null && _cursorPoint != null)
{
//Get the collision with map and change its X and Z value to always be in the center of a tile
Vector3I collisionVector = (Vector3I)_cursor.GetCollisionPoint();
_cursorPosLabel.Text = "Virtual Cursor Postion" + collisionVector.ToString();
_cursorPoint.GlobalPosition = new Vector3(collisionVector.X - collisionVector.X % 2, 1.1f, collisionVector.Z - collisionVector.Z % 2);
if (game_manager.CurrentState == game_manager.State.Building)
HandleBuilding();
}
}
if (game_manager.CurrentState == game_manager.State.Building)
HandleBuilding();
}
}
public override void _Input(InputEvent @event)
{
_mLeft = _mRight = _mUp = _mDown = _wIn = _wOut = false;
public override void _Input(InputEvent @event)
{
_mLeft = _mRight = _mUp = _mDown = _wIn = _wOut = false;
if (@event is InputEventMouseMotion mouse)
{
Vector2 vec = mouse.Position;
if (vec.X < 5)
_mLeft = true;
else if (vec.X > 1915)
_mRight = true;
if (vec.Y < 20)
_mUp = true;
else if (vec.Y > 1060)
_mDown = true;
if (@event is InputEventMouseMotion mouse)
{
Vector2 vec = mouse.Position;
if (vec.X < 5)
_mLeft = true;
else if (vec.X > 1915)
_mRight = true;
if (vec.Y < 20)
_mUp = true;
else if (vec.Y > 1060)
_mDown = true;
_mousePosLabel.Text = "Mouse position: " + vec.ToString();
_mousePosLabel.Text = "Mouse position: " + vec.ToString();
_cursor.Position = new Vector3(
(vec.X - GetViewport().GetVisibleRect().Size.X / 2) * this.Position.Y / 700,
-((vec.Y - GetViewport().GetVisibleRect().Size.Y / 2) * this.Position.Y / 700)
, 0
);
}
else if (@event is InputEventMouseButton mousebtn)
{
if (mousebtn.ButtonIndex == MouseButton.WheelUp)
_wIn = true;
else if (mousebtn.ButtonIndex == MouseButton.WheelDown)
_wOut = true;
}
_cursor.Position = new Vector3(
(vec.X - GetViewport().GetVisibleRect().Size.X / 2) * this.Position.Y / 1000,
-((vec.Y - GetViewport().GetVisibleRect().Size.Y / 2) * this.Position.Y / 1000)
, 0
);
}
else if (@event is InputEventMouseButton mousebtn)
{
if (mousebtn.ButtonIndex == MouseButton.WheelUp)
_wIn = true;
else if (mousebtn.ButtonIndex == MouseButton.WheelDown)
_wOut = true;
}
}
}
public void HandleBuilding()
{
if (CurrentBuilding != null)
{
CurrentBuilding.GlobalPosition = _cursorPoint.GlobalPosition;
public void HandleBuilding()
{
if (CurrentBuilding != null)
{
CurrentBuilding.GlobalPosition = _cursorPoint.GlobalPosition;
if (Input.IsActionJustPressed("build"))
{
Node3D tempBuilding = (Node3D)CurrentBuilding.Duplicate();
GetTree().Root.CallDeferred("add_child", tempBuilding);
}
}
}
if (Input.IsActionJustPressed("build"))
{
Node3D tempBuilding = (Node3D)CurrentBuilding.Duplicate();
GetTree().Root.CallDeferred("add_child", tempBuilding);
}
}
}
}