diff options
Diffstat (limited to 'game/src/Game/GameSession/MapView.gd')
-rw-r--r-- | game/src/Game/GameSession/MapView.gd | 26 |
1 files changed, 16 insertions, 10 deletions
diff --git a/game/src/Game/GameSession/MapView.gd b/game/src/Game/GameSession/MapView.gd index f522bcb..810f6e5 100644 --- a/game/src/Game/GameSession/MapView.gd +++ b/game/src/Game/GameSession/MapView.gd @@ -1,3 +1,4 @@ +class_name MapView extends Node3D signal map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) @@ -22,7 +23,7 @@ var _drag_active : bool = false var _mouse_over_viewport : bool = true var _window_in_focus : bool = true -@export var _zoom_target_min : float = 0.15 +@export var _zoom_target_min : float = 0.10 @export var _zoom_target_max : float = 5.0 @export var _zoom_target_step : float = (_zoom_target_max - _zoom_target_min) / 64.0 @export var _zoom_epsilon : float = _zoom_target_step * 0.005 @@ -119,6 +120,10 @@ func _notification(what : int) -> void: func _world_to_map_coords(pos : Vector3) -> Vector2: return (Vector2(pos.x, pos.z) - _map_mesh_corner) / _map_mesh_dims +func _map_to_world_coords(pos : Vector2) -> Vector3: + pos = pos * _map_mesh_dims + _map_mesh_corner + return Vector3(pos.x, 0, pos.y) + func _viewport_to_map_coords(pos_viewport : Vector2) -> Vector2: var ray_origin := _camera.project_ray_origin(pos_viewport) var ray_normal := _camera.project_ray_normal(pos_viewport) @@ -149,12 +154,13 @@ func _on_province_selected(index : int) -> void: # REQUIREMENTS # * SS-31 func _unhandled_input(event : InputEvent) -> void: - if _mouse_over_viewport and event.is_action_pressed(_action_click): - # Check if the mouse is outside of bounds - if _map_mesh.is_valid_uv_coord(_mouse_pos_map): - GameSingleton.set_selected_province(GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map)) - else: - print("Clicked outside the map!") + if event.is_action_pressed(_action_click): + if _mouse_over_viewport: + # Check if the mouse is outside of bounds + if _map_mesh.is_valid_uv_coord(_mouse_pos_map): + GameSingleton.set_selected_province(GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map)) + else: + print("Clicked outside the map!") elif event.is_action_pressed(_action_drag): if _drag_active: push_warning("Drag being activated while already active!") @@ -242,7 +248,7 @@ func _zoom_process(delta : float) -> void: func _update_orientation() -> void: const up := Vector3(0, 0, -1) - var dir := Vector3(0, -1, -1.25 * exp(-10 * _camera.position.y - _zoom_target_min)) + var dir := Vector3(0, -1, -1.25 * exp(-1.5 * _camera.position.y - _zoom_target_min)) _camera.look_at(_camera.position + dir, up) func _update_minimap_viewport() -> void: @@ -253,9 +259,9 @@ func _update_minimap_viewport() -> void: map_view_camera_changed.emit(near_left, far_left, far_right, near_right) func _update_mouse_map_position() -> void: - _mouse_pos_map = _viewport_to_map_coords(_mouse_pos_viewport) - var hover_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map) if _mouse_over_viewport: + _mouse_pos_map = _viewport_to_map_coords(_mouse_pos_viewport) + var hover_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map) _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_hover_index, hover_index) func _on_mouse_entered_viewport() -> void: |