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-rw-r--r--game/src/GameSession/MapView.gd73
1 files changed, 39 insertions, 34 deletions
diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd
index 67938f2..faf90e8 100644
--- a/game/src/GameSession/MapView.gd
+++ b/game/src/GameSession/MapView.gd
@@ -18,10 +18,11 @@ const _shader_param_selected_pos : StringName = &"selected_pos"
@export var _camera : Camera3D
-@export var _move_speed : float = 1.0
-@export var _edge_move_threshold: float = 50.0
-@export var _edge_move_speed: float = 0.02
-@export var _dragSensitivity: float = 0.005
+@export var _cardinal_move_speed : float = 1.0
+@export var _edge_move_threshold: float = 0.15
+@export var _edge_move_speed: float = 2.5
+var _drag_anchor : Vector2
+var _drag_active : bool = false
@export var _zoom_target_min : float = 0.2
@export var _zoom_target_max : float = 5.0
@@ -40,9 +41,8 @@ var _map_province_index_image : Image
var _map_mesh_corner : Vector2
var _map_mesh_dims : Vector2
-var _mouse_pos_window : Vector2 = Vector2(0.5, 0.5)
+var _mouse_pos_viewport : Vector2 = Vector2(0.5, 0.5)
var _mouse_pos_map : Vector2 = Vector2(0.5, 0.5)
-var _viewport_dims : Vector2i = Vector2i(1, 1)
func _ready():
if _camera == null:
@@ -100,22 +100,24 @@ func _unhandled_input(event : InputEvent):
var mouse_pixel_pos := Vector2i(_mouse_pos_map * _map_image_size)
var province_identifier := MapSingleton.get_province_identifier_from_pixel_coords(mouse_pixel_pos)
province_selected.emit(province_identifier)
-
- elif event is InputEventMouseMotion and Input.is_action_pressed(_action_drag):
- _camera.position.x -= event.relative.x * _dragSensitivity
- _camera.position.z -= event.relative.y * _dragSensitivity
-
+ elif event.is_action_pressed(_action_drag):
+ if _drag_active:
+ push_warning("Drag being activated while already active!")
+ _drag_active = true
+ _drag_anchor = _mouse_pos_map
+ elif event.is_action_released(_action_drag):
+ if not _drag_active:
+ push_warning("Drag being deactivated while already not active!")
+ _drag_active = false
elif event.is_action_pressed(_action_zoomin, true):
_zoom_target -= _zoom_target_step
elif event.is_action_pressed(_action_zoomout, true):
_zoom_target += _zoom_target_step
func _physics_process(delta : float):
- _mouse_pos_window = get_viewport().get_mouse_position()
- _viewport_dims = get_viewport().size
+ _mouse_pos_viewport = get_viewport().get_mouse_position()
# Process movement
- _move_process(delta)
- _edge_scrolling()
+ _movement_process(delta)
# Keep within map bounds
_clamp_over_map()
# Process zooming
@@ -125,26 +127,29 @@ func _physics_process(delta : float):
# Calculate where the mouse lies on the map
_update_mouse_map_position()
-func _edge_scrolling() -> void:
- if _mouse_pos_window.y < _edge_move_threshold:
- _camera.position.z -= _edge_move_speed
- elif _mouse_pos_window.y > _viewport_dims.y - _edge_move_threshold:
- _camera.position.z += _edge_move_speed
-
- if _mouse_pos_window.x < _edge_move_threshold:
- _camera.position.x -= _edge_move_speed
- elif _mouse_pos_window.x > _viewport_dims.x - _edge_move_threshold:
- _camera.position.x += _edge_move_speed
-
-func _move_process(delta : float) -> void:
- var move := Vector3(
+func _movement_process(delta : float) -> void:
+ var direction : Vector2
+ if _drag_active:
+ direction = (_drag_anchor - _mouse_pos_map) * _map_mesh_dims
+ else:
+ direction = _edge_scrolling_vector() + _cardinal_movement_vector()
+ # Scale movement speed with height
+ direction *= _camera.position.y * delta
+ _camera.position += Vector3(direction.x, 0, direction.y)
+
+func _edge_scrolling_vector() -> Vector2:
+ var viewport_dims := Vector2(Resolution.get_current_resolution())
+ var mouse_vector := _mouse_pos_viewport / viewport_dims - Vector2(0.5, 0.5);
+ if pow(mouse_vector.x, 4) + pow(mouse_vector.y, 4) < pow(0.5 - _edge_move_threshold, 4):
+ mouse_vector *= 0
+ return mouse_vector * _edge_move_speed
+
+func _cardinal_movement_vector() -> Vector2:
+ var move := Vector2(
float(Input.is_action_pressed(_action_east)) - float(Input.is_action_pressed(_action_west)),
- 0,
float(Input.is_action_pressed(_action_south)) - float(Input.is_action_pressed(_action_north))
)
- # Scale movement speed with height
- move *= _move_speed * _camera.position.y * delta
- _camera.global_translate(move)
+ return move * _cardinal_move_speed
func _clamp_over_map() -> void:
_camera.position.x = _map_mesh_corner.x + fposmod(_camera.position.x - _map_mesh_corner.x, _map_mesh_dims.x)
@@ -165,8 +170,8 @@ func _update_orientation() -> void:
_camera.look_at(_camera.position + dir)
func _update_mouse_map_position() -> void:
- var ray_origin := _camera.project_ray_origin(_mouse_pos_window)
- var ray_normal := _camera.project_ray_normal(_mouse_pos_window)
+ var ray_origin := _camera.project_ray_origin(_mouse_pos_viewport)
+ var ray_normal := _camera.project_ray_normal(_mouse_pos_viewport)
# Plane with normal (0,1,0) facing upwards, at a distance 0 from the origin
var intersection = Plane(0, 1, 0, 0).intersects_ray(ray_origin, ray_normal)
if typeof(intersection) == TYPE_VECTOR3: