diff options
Diffstat (limited to 'game/src/Game/GameSession/MapView.gd')
-rw-r--r-- | game/src/Game/GameSession/MapView.gd | 33 |
1 files changed, 19 insertions, 14 deletions
diff --git a/game/src/Game/GameSession/MapView.gd b/game/src/Game/GameSession/MapView.gd index 838a19a..63e8168 100644 --- a/game/src/Game/GameSession/MapView.gd +++ b/game/src/Game/GameSession/MapView.gd @@ -22,17 +22,22 @@ var _drag_active : bool = false var _mouse_over_viewport : bool = true var _window_in_focus : bool = true -@export var _zoom_target_min : float = 0.05 +@export var _zoom_target_min : float = 0.15 @export var _zoom_target_max : float = 5.0 -@export var _zoom_target_step : float = 0.1 +@export var _zoom_target_step : float = (_zoom_target_max - _zoom_target_min) / 64.0 @export var _zoom_epsilon : float = _zoom_target_step * 0.005 @export var _zoom_speed : float = 5.0 -@export var _zoom_target : float = 1.0: +# _zoom_target's starting value is ignored as it is updated to the camera's height by _ready, +# hence why it is not exported and just has _zoom_target_max as a placeholder. +var _zoom_target : float = _zoom_target_max: get: return _zoom_target set(v): _zoom_target = clamp(v, _zoom_target_min, _zoom_target_max) const _zoom_position_multiplier = 3.14159 # Horizontal movement coefficient during zoom var _zoom_position : Vector2 +# Display the detailed terrain map below this height, and the parchment map above it +@export var _zoom_parchment_threshold : float = _zoom_target_min + (_zoom_target_max - _zoom_target_min) / 4 + @export var _map_mesh_instance : MeshInstance3D var _map_mesh : MapMesh var _map_shader_material : ShaderMaterial @@ -66,14 +71,6 @@ func _ready() -> void: return _map_shader_material = map_material - const pixels_per_terrain_tile : float = 16.0 - _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_terrain_tile_factor, - float(GameSingleton.get_map_height()) / pixels_per_terrain_tile) - - const pixels_per_stripe_tile : float = 16.0 - _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_stripe_tile_factor, - float(GameSingleton.get_map_height()) / pixels_per_stripe_tile) - if not _map_mesh_instance.mesh is MapMesh: push_error("Invalid map mesh class: ", _map_mesh_instance.mesh.get_class(), "(expected MapMesh)") return @@ -220,11 +217,19 @@ func _zoom_process(delta : float) -> void: # Set to target if height is within _zoom_epsilon of it or has overshot past it if abs(zoom - zoom_delta) < _zoom_epsilon or sign(zoom) != sign(zoom - zoom_delta): zoom_delta = zoom - _camera.position += Vector3(_zoom_position.x * zoom_delta * int(_mouse_over_viewport), zoom_delta, _zoom_position.y * zoom_delta * int(_mouse_over_viewport)) + _camera.position += Vector3( + _zoom_position.x * zoom_delta * int(_mouse_over_viewport), + zoom_delta, + _zoom_position.y * zoom_delta * int(_mouse_over_viewport) + ) + # TODO - smooth transition similar to smooth zoom + var parchment_mapmode : bool = GameSingleton.is_parchment_mapmode_allowed() and _camera.position.y > _zoom_parchment_threshold + _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_parchment_mix, float(parchment_mapmode)) func _update_orientation() -> void: - var dir := Vector3(0, -1, -exp(-_camera.position.y - 1)) - _camera.look_at(_camera.position + dir) + const up := Vector3(0, 0, -1) + var dir := Vector3(0, -1, -1.25 * exp(-10 * _camera.position.y - _zoom_target_min)) + _camera.look_at(_camera.position + dir, up) func _update_minimap_viewport() -> void: var near_left := _viewport_to_map_coords(Vector2(0, _viewport_dims.y)) |