diff options
Diffstat (limited to 'game/src/Game/GameSession/MapView.gd')
-rw-r--r-- | game/src/Game/GameSession/MapView.gd | 40 |
1 files changed, 36 insertions, 4 deletions
diff --git a/game/src/Game/GameSession/MapView.gd b/game/src/Game/GameSession/MapView.gd index 810f6e5..2ab7c34 100644 --- a/game/src/Game/GameSession/MapView.gd +++ b/game/src/Game/GameSession/MapView.gd @@ -2,6 +2,8 @@ class_name MapView extends Node3D signal map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) +signal parchment_view_changed(is_parchment_view : bool) +signal detailed_view_changed(is_detailed_view : bool) const _action_north : StringName = &"map_north" const _action_east : StringName = &"map_east" @@ -25,7 +27,7 @@ var _window_in_focus : bool = true @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_target_step : float = (_zoom_target_max - _zoom_target_min) / 40.0 @export var _zoom_epsilon : float = _zoom_target_step * 0.005 @export var _zoom_speed : float = 5.0 # _zoom_target's starting value is ignored as it is updated to the camera's height by _ready, @@ -36,8 +38,13 @@ var _zoom_target : float = _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 +# Display the parchment map above this height @export var _zoom_parchment_threshold : float = _zoom_target_min + (_zoom_target_max - _zoom_target_min) / 4 +# Display details like models and province names below this height +@export var _zoom_detailed_threshold : float = _zoom_parchment_threshold / 2 + +var _is_parchment_view : bool = false +var _is_detailed_view : bool = false @export var _map_mesh_instance : MeshInstance3D var _map_mesh : MapMesh @@ -51,6 +58,8 @@ var _mouse_pos_viewport : Vector2 = Vector2(0.5, 0.5) var _mouse_pos_map : Vector2 = Vector2(0.5, 0.5) var _viewport_dims : Vector2 = Vector2(1, 1) +@export var _map_text : MapText + # ??? Strange Godot/GDExtension Bug ??? # Upon first opening a clone of this repo with the Godot Editor, # if GameSingleton.get_province_index_image is called before MapMesh @@ -62,7 +71,12 @@ func _ready() -> void: if not _camera: push_error("MapView's _camera variable hasn't been set!") return + + # Start just under the parchment threshold + _camera.position.y = _zoom_parchment_threshold - _zoom_target_step _zoom_target = _camera.position.y + _update_view_states(true) + if not _map_mesh_instance: push_error("MapView's _map_mesh_instance variable hasn't been set!") return @@ -106,6 +120,8 @@ func _ready() -> void: scaled_dims.z *= 2.0 (_map_background_instance.mesh as PlaneMesh).set_size(Vector2(scaled_dims.x, scaled_dims.z)) + _map_text.generate_map_names() + func _notification(what : int) -> void: match what: NOTIFICATION_WM_MOUSE_ENTER: # Mouse inside window @@ -227,6 +243,17 @@ func _clamp_over_map() -> void: _camera.position.x = _map_mesh_corner.x + fposmod(_camera.position.x - _map_mesh_corner.x, _map_mesh_dims.x) _camera.position.z = clamp(_camera.position.z, _map_mesh_corner.y, _map_mesh_corner.y + _map_mesh_dims.y) +func _update_view_states(force_signal : bool) -> void: + var new_is_parchment_view : bool = _camera.position.y >= _zoom_parchment_threshold - _zoom_epsilon + if force_signal or new_is_parchment_view != _is_parchment_view: + _is_parchment_view = new_is_parchment_view + parchment_view_changed.emit(_is_parchment_view) + + var new_is_detailed_view : bool = _camera.position.y <= _zoom_detailed_threshold + _zoom_epsilon + if force_signal or new_is_detailed_view != _is_detailed_view: + _is_detailed_view = new_is_detailed_view + detailed_view_changed.emit(_is_detailed_view) + # REQUIREMENTS # * SS-74 # * UIFUN-123 @@ -243,12 +270,17 @@ func _zoom_process(delta : float) -> void: _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 + _update_view_states(false) + var parchment_mapmode : bool = GameSingleton.is_parchment_mapmode_allowed() and _is_parchment_view _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_parchment_mix, float(parchment_mapmode)) func _update_orientation() -> void: const up := Vector3(0, 0, -1) - var dir := Vector3(0, -1, -1.25 * exp(-1.5 * _camera.position.y - _zoom_target_min)) + var dir := Vector3(0, -1, 0) + if _is_detailed_view: + # Zero at the transition point, increases as you zoom further in + var delta : float = (_zoom_detailed_threshold - _camera.position.y) / _zoom_detailed_threshold + dir.z = -(delta ** 4) _camera.look_at(_camera.position + dir, up) func _update_minimap_viewport() -> void: |