diff options
Diffstat (limited to 'game/src/GameSession/MapView.gd')
-rw-r--r-- | game/src/GameSession/MapView.gd | 126 |
1 files changed, 55 insertions, 71 deletions
diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd index 958fabd..a8b4dcc 100644 --- a/game/src/GameSession/MapView.gd +++ b/game/src/GameSession/MapView.gd @@ -1,9 +1,6 @@ extends Node3D -var ProvScene = preload("res://src/GameSession/ProvinceOverviewPanel.tscn") -var ProvinceShape = MapSingleton.get_province_shape_image() - -@onready var viewport_size = get_viewport().size +signal province_selected(identifier : String) const _action_north : StringName = &"map_north" const _action_east : StringName = &"map_east" @@ -13,10 +10,10 @@ const _action_zoomin : StringName = &"map_zoomin" const _action_zoomout : StringName = &"map_zoomout" const _action_drag : StringName = &"map_drag" const _action_click : StringName = &"map_click" -const _shader_param_provinces : StringName = &"province_tex" -const _shader_param_mouse_pos : StringName = &"mouse_pos" - +const _shader_param_provinces : StringName = &"province_tex" +const _shader_param_hover_pos : StringName = &"hover_pos" +const _shader_param_selected_pos : StringName = &"selected_pos" @export var _camera : Camera3D @@ -24,6 +21,7 @@ const _shader_param_mouse_pos : StringName = &"mouse_pos" @export var _edge_move_threshold: float = 50.0 @export var _edge_move_speed: float = 0.02 @export var _dragSensitivity: float = 0.005 + @export var _zoom_target_min : float = 0.2 @export var _zoom_target_max : float = 5.0 @export var _zoom_target_step : float = 0.1 @@ -35,10 +33,15 @@ const _shader_param_mouse_pos : StringName = &"mouse_pos" @export var _map_mesh : MeshInstance3D var _map_shader_material : ShaderMaterial +var _map_province_shape_image : Image var _map_aspect_ratio : float = 1.0 var _map_mesh_corner : Vector2 var _map_mesh_dims : Vector2 -var _mouse_pos : Vector2 = Vector2(0.5, 0.5) + +var _mouse_pos_window : 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: push_error("MapView's _camera variable hasn't been set!") @@ -46,18 +49,18 @@ func _ready(): if _map_mesh == null: push_error("MapView's _map_mesh variable hasn't been set!") return - var province_shape_image : Image = MapSingleton.get_province_shape_image() - if province_shape_image == null: + _map_province_shape_image = MapSingleton.get_province_shape_image() + if _map_province_shape_image == null: push_error("Failed to get province shape image!") return # Set map mesh size and get bounds - _map_aspect_ratio = float(province_shape_image.get_width()) / float(province_shape_image.get_height()) - if _map_mesh.mesh.get_class() != "PlaneMesh": - push_error("Invalid map mesh class: ", _map_mesh.mesh.get_class()) - else: + _map_aspect_ratio = float(_map_province_shape_image.get_width()) / float(_map_province_shape_image.get_height()) + if _map_mesh.mesh is PlaneMesh: # Width is doubled so that the map appears to loop horizontally (_map_mesh.mesh as PlaneMesh).size = Vector2(_map_aspect_ratio * 2, 1) + else: + push_error("Invalid map mesh class: ", _map_mesh.mesh.get_class(), "(expected PlaneMesh)") var map_mesh_aabb := _map_mesh.get_aabb() * _map_mesh.transform _map_mesh_corner = Vector2( min(map_mesh_aabb.position.x, map_mesh_aabb.end.x), @@ -72,54 +75,39 @@ func _ready(): if map_material == null: push_error("Map mesh is missing material!") return - if map_material.get_class() != "ShaderMaterial": + if not map_material is ShaderMaterial: push_error("Invalid map mesh material class: ", map_material.get_class()) return _map_shader_material = map_material - var texture := ImageTexture.create_from_image(province_shape_image) + var texture := ImageTexture.create_from_image(_map_province_shape_image) _map_shader_material.set_shader_parameter(_shader_param_provinces, texture) - -func _input(event : InputEvent): - if Input.is_action_pressed(_action_click, true) or event is InputEventMouseMotion: +func _unhandled_input(event : InputEvent): + if event.is_action_pressed(_action_click): # Check if the mouse is outside of bounds - var _mouse_inside_flag = false - if _mouse_pos.x > 1.0 or _mouse_pos.x < 0.0 and _mouse_pos.y > 1.0 or _mouse_pos.y < 0.0: - _mouse_inside_flag = false - else: - _mouse_inside_flag = true - - # Convert the relative event position from 3D to 2D - # Could do one-liner but here split for readability - var mouse_pos2D = _mouse_pos - mouse_pos2D.x = mouse_pos2D.x * 2.0 - 0.5 - mouse_pos2D.x = mouse_pos2D.x * ProvinceShape.get_size().x - mouse_pos2D.y = mouse_pos2D.y * ProvinceShape.get_size().y - - if Input.is_action_pressed(_action_click, true) and _mouse_inside_flag == true and not event is InputEventMouseMotion: - var pxColour = ProvinceShape.get_pixel(int(mouse_pos2D.x), int(mouse_pos2D.y)) - get_node('MapMeshInstance').material_override.set_shader_parameter("selection_hover", 1.2) - if get_parent().has_node("ProvinceOverviewPanel"): - get_parent().get_node("ProvinceOverviewPanel").ProvinceID = MapSingleton.get_province_id(pxColour.to_html(false)) - get_parent().get_node("ProvinceOverviewPanel").set_id() - else: - var Province = ProvScene.instantiate() - Province.ProvinceID = MapSingleton.get_province_id(pxColour.to_html(false)) - get_parent().add_child(Province) - else: - get_node('MapMeshInstance').material_override.set_shader_parameter("selection_hover", 0.8) -# - - if event is InputEventMouseMotion and Input.is_action_pressed(_action_drag, true): + var mouse_inside_flag := 0 < _mouse_pos_map.x and _mouse_pos_map.x < 1 and 0 < _mouse_pos_map.y and _mouse_pos_map.y < 1 + if mouse_inside_flag: + var mouse_pos2D := _mouse_pos_map + mouse_pos2D.x = mouse_pos2D.x * 2.0 - 0.5 + mouse_pos2D *= Vector2(_map_province_shape_image.get_size()) + + var province_colour := _map_province_shape_image.get_pixelv(Vector2i(mouse_pos2D)).to_argb32() & 0xFFFFFF + var province_identifier := MapSingleton.get_province_identifier_from_colour(province_colour) + _map_shader_material.set_shader_parameter(_shader_param_selected_pos, _mouse_pos_map) + 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 - if event.is_action_pressed(_action_zoomin, true): + 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 # Process movement _move_process(delta) _edge_scrolling() @@ -131,21 +119,18 @@ func _physics_process(delta : float): _update_orientation() # Calculate where the mouse lies on the map _update_mouse_map_position() - - + func _edge_scrolling() -> void: - var local_mouse_pos = get_viewport().get_mouse_position() - - if local_mouse_pos.y < _edge_move_threshold: + if _mouse_pos_window.y < _edge_move_threshold: _camera.position.z -= _edge_move_speed - elif local_mouse_pos.y > get_viewport().size.y - _edge_move_threshold: + elif _mouse_pos_window.y > _viewport_dims.y - _edge_move_threshold: _camera.position.z += _edge_move_speed - - if local_mouse_pos.x < _edge_move_threshold: + + if _mouse_pos_window.x < _edge_move_threshold: _camera.position.x -= _edge_move_speed - elif local_mouse_pos.x > get_viewport().size.x - _edge_move_threshold: + 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( float(Input.is_action_pressed(_action_east)) - float(Input.is_action_pressed(_action_west)), @@ -153,40 +138,39 @@ func _move_process(delta : float) -> void: float(Input.is_action_pressed(_action_south)) - float(Input.is_action_pressed(_action_north)) ) # Scale movement speed with height - move *= _move_speed * _camera.transform.origin.y * delta + move *= _move_speed * _camera.position.y * delta _camera.global_translate(move) func _clamp_over_map() -> void: var left := _map_mesh_corner.x + 0.25 * _map_mesh_dims.x - var longitude := fposmod(_camera.transform.origin.x - left, _map_mesh_dims.x * 0.5) - _camera.transform.origin.x = left + longitude - _camera.transform.origin.z = clamp(_camera.transform.origin.z, _map_mesh_corner.y, _map_mesh_corner.y + _map_mesh_dims.y) + var longitude := fposmod(_camera.position.x - left, _map_mesh_dims.x * 0.5) + _camera.position.x = left + longitude + _camera.position.z = clamp(_camera.position.z, _map_mesh_corner.y, _map_mesh_corner.y + _map_mesh_dims.y) func _zoom_process(delta : float) -> void: - var height := _camera.transform.origin.y + var height := _camera.position.y var zoom := _zoom_target - height height += zoom * _zoom_speed * delta var new_zoom := _zoom_target - height # 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.transform.origin.y = height + _camera.position.y = height func _update_orientation() -> void: - var dir := Vector3(0, -1, -exp(-_camera.transform.origin.y * 2.0 + 0.5)) - _camera.look_at(_camera.transform.origin + dir) + var dir := Vector3(0, -1, -exp(-_camera.position.y * 2.0 + 0.5)) + _camera.look_at(_camera.position + dir) func _update_mouse_map_position() -> void: - var mouse_pos_window := get_viewport().get_mouse_position() - 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_window) + var ray_normal := _camera.project_ray_normal(_mouse_pos_window) # 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: var intersection_vec := intersection as Vector3 # This loops both horizontally (good) and vertically (bad) - _mouse_pos = (Vector2(intersection_vec.x, intersection_vec.z) - _map_mesh_corner) / _map_mesh_dims - _map_shader_material.set_shader_parameter(_shader_param_mouse_pos, _mouse_pos) + _mouse_pos_map = (Vector2(intersection_vec.x, intersection_vec.z) - _map_mesh_corner) / _map_mesh_dims + _map_shader_material.set_shader_parameter(_shader_param_hover_pos, _mouse_pos_map) else: # Normals parallel to the xz-plane could cause null intersections, # but the camera's orientation should prevent such normals |