diff options
Diffstat (limited to 'game/src/Game')
-rw-r--r-- | game/src/Game/GameSession/MapView.gd | 20 |
1 files changed, 12 insertions, 8 deletions
diff --git a/game/src/Game/GameSession/MapView.gd b/game/src/Game/GameSession/MapView.gd index a2fe6b1..3cab19d 100644 --- a/game/src/Game/GameSession/MapView.gd +++ b/game/src/Game/GameSession/MapView.gd @@ -29,6 +29,8 @@ var _mouse_over_viewport : bool = true @export var _zoom_target : float = 1.0: get: return _zoom_target set(v): _zoom_target = clamp(v, _zoom_target_min, _zoom_target_max) +const _zoom_position_multiplier = 4.0 # This value needs to be fine-tuned. +var _zoom_position : Vector2 @export var _map_mesh_instance : MeshInstance3D var _map_mesh : MapMesh @@ -109,9 +111,13 @@ func _viewport_to_map_coords(pos_viewport : Vector2) -> Vector2: func zoom_in() -> void: _zoom_target -= _zoom_target_step + _zoom_position = (Vector2(0.5, 0.5) - _mouse_pos_viewport * GuiScale.get_current_guiscale() / _viewport_dims) * _zoom_position_multiplier func zoom_out() -> void: _zoom_target += _zoom_target_step + # For some reason, zooming out in the original game does not consider the + # cursor location. I'm not sure if we want to preserve this behavior. + _zoom_position = Vector2() func _on_province_selected(index : int) -> void: _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_selected_index, index) @@ -170,11 +176,10 @@ func _movement_process(delta : float) -> void: # REQUIREMENTS # * UIFUN-125 func _edge_scrolling_vector() -> Vector2: - if not _mouse_over_viewport: - return Vector2() var mouse_vector := _mouse_pos_viewport * GuiScale.get_current_guiscale() / _viewport_dims - Vector2(0.5, 0.5) + # Only scroll if outside the move threshold. if abs(mouse_vector.x) < 0.5 - _edge_move_threshold and abs(mouse_vector.y) < 0.5 - _edge_move_threshold: - mouse_vector *= 0 + return Vector2() return mouse_vector * _edge_move_speed # REQUIREMENTS @@ -196,12 +201,11 @@ func _clamp_over_map() -> void: func _zoom_process(delta : float) -> void: var height := _camera.position.y var zoom := _zoom_target - height - height += zoom * _zoom_speed * delta - var new_zoom := _zoom_target - height + var zoom_delta = zoom * _zoom_speed * delta # Set to target if height is within _zoom_epsilon of it or has overshot past it - if abs(new_zoom) < _zoom_epsilon or sign(zoom) != sign(new_zoom): - height = _zoom_target - _camera.position.y = height + 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, zoom_delta, _zoom_position.y * zoom_delta) func _update_orientation() -> void: var dir := Vector3(0, -1, -exp(-_camera.position.y - 1)) |