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Pixelorama/Scripts/CameraMovement.gd

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GDScript3
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extends Camera2D
var tween : Tween
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var zoom_min := Vector2(0.005, 0.005)
var zoom_max := Vector2.ONE
var viewport_container : ViewportContainer
var mouse_pos := Vector2.ZERO
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var drag := false
func _ready() -> void:
viewport_container = get_parent().get_parent()
tween = Tween.new()
add_child(tween)
# Get the speed multiplier for when you've pressed
# a movement key for the given amount of time
func dir_move_zoom_multiplier(press_time : float) -> float:
if press_time < 0:
return 0.0
if Input.is_key_pressed(KEY_SHIFT) and Input.is_key_pressed(KEY_CONTROL) :
return Global.high_speed_move_rate
elif Input.is_key_pressed(KEY_SHIFT):
return Global.medium_speed_move_rate
elif !Input.is_key_pressed(KEY_CONTROL):
# control + right/left is used to move frames so
# we do this check to ensure that there is no conflict
return Global.low_speed_move_rate
else:
return 0.0
func reset_dir_move_time(direction) -> void:
Global.key_move_press_time[direction] = 0.0
const key_move_action_names := ["ui_up", "ui_down", "ui_left", "ui_right"]
# Check if an event is a ui_up/down/left/right event-press :)
func is_action_direction_pressed(event : InputEvent, allow_echo: bool = true) -> bool:
for action in key_move_action_names:
if event.is_action_pressed(action, allow_echo):
return true
return false
# Check if an event is a ui_up/down/left/right event release nya
func is_action_direction_released(event: InputEvent) -> bool:
for action in key_move_action_names:
if event.is_action_released(action):
return true
return false
# get the Direction associated with the event.
# if not a direction event return null
func get_action_direction(event: InputEvent): # -> Optional[Direction]
if event.is_action("ui_up"):
return Global.Direction.UP
elif event.is_action("ui_down"):
return Global.Direction.DOWN
elif event.is_action("ui_left"):
return Global.Direction.LEFT
elif event.is_action("ui_right"):
return Global.Direction.RIGHT
return null
# Holds sign multipliers for the given directions nyaa
# (per the indices in Global.gd defined by Direction)
# UP, DOWN, LEFT, RIGHT in that order
const directional_sign_multipliers := [
Vector2(0.0, -1.0),
Vector2(0.0, 1.0),
Vector2(-1.0, 0.0),
Vector2(1.0, 0.0)
]
# Process an action event for a pressed direction
# action
func process_direction_action_pressed(event: InputEvent) -> void:
var dir = get_action_direction(event)
if dir == null:
return
var increment := get_process_delta_time()
# Count the total time we've been doing this ^.^
Global.key_move_press_time[dir] += increment
var this_direction_press_time : float = Global.key_move_press_time[dir]
var move_speed := dir_move_zoom_multiplier(this_direction_press_time)
offset = offset + move_speed * increment * directional_sign_multipliers[dir] * zoom
# Process an action for a release direction action
func process_direction_action_released(event: InputEvent) -> void:
var dir = get_action_direction(event)
if dir == null:
return
reset_dir_move_time(dir)
func _input(event : InputEvent) -> void:
mouse_pos = viewport_container.get_local_mouse_position()
var viewport_size := viewport_container.rect_size
if event.is_action_pressed("middle_mouse") || event.is_action_pressed("space"):
drag = true
elif event.is_action_released("middle_mouse") || event.is_action_released("space"):
drag = false
if Global.can_draw && Rect2(Vector2.ZERO, viewport_size).has_point(mouse_pos):
if event.is_action_pressed("zoom_in"): # Wheel Up Event
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zoom_camera(-1)
elif event.is_action_pressed("zoom_out"): # Wheel Down Event
zoom_camera(1)
elif event is InputEventMouseMotion && drag:
offset = offset - event.relative * zoom
elif is_action_direction_pressed(event):
process_direction_action_pressed(event)
elif is_action_direction_released(event):
process_direction_action_released(event)
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# Zoom Camera
func zoom_camera(dir : int) -> void:
var viewport_size := viewport_container.rect_size
if Global.smooth_zoom:
var zoom_margin = zoom * dir / 5
var new_zoom = zoom + zoom_margin
if new_zoom > zoom_min && new_zoom < zoom_max:
var new_offset = offset + (-0.5 * viewport_size + mouse_pos) * (zoom - new_zoom)
tween.interpolate_property(self, "zoom", zoom, new_zoom, 0.05, Tween.TRANS_LINEAR, Tween.EASE_IN)
tween.interpolate_property(self, "offset", offset, new_offset, 0.05, Tween.TRANS_LINEAR, Tween.EASE_IN)
tween.start()
else:
var prev_zoom := zoom
var zoom_margin = zoom * dir / 10
if zoom + zoom_margin > zoom_min:
zoom += zoom_margin
if zoom > zoom_max:
zoom = zoom_max
offset = offset + (-0.5 * viewport_size + mouse_pos) * (prev_zoom - zoom)
if name == "Camera2D":
Global.zoom_level_label.text = str(round(100 / Global.camera.zoom.x)) + " %"