edge scrolling

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Lucas 2025-07-17 19:01:50 +02:00
parent 2e7c67b0ef
commit 47f874af52
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@ -8,8 +8,8 @@ extends Node3D
@export_range(11,50,1) var zoom_max: float = 20 @export_range(11,50,1) var zoom_max: float = 20
@export_range(0,0.95,0.01) var zoom_speed_damp: float = 0.5 @export_range(0,0.95,0.01) var zoom_speed_damp: float = 0.5
@export_range(0,32,4) var edge_scrolling_margin: int = 4 @export_range(0,32,4) var edge_scrolling_margin: int = ProjectSettings.get_setting("game/controls/edge_scrolling_margin",8)
@onready var edge_scrolling_speed: float = ProjectSettings.get_setting("game/controls/edge_scrolling_speed",20.0) @onready var edge_scrolling_speed: float = ProjectSettings.get_setting("game/controls/edge_scrolling_speed",25.0)
@onready var socket: Node3D = $camera_point @onready var socket: Node3D = $camera_point
@onready var cam : Camera3D = %camera_player @onready var cam : Camera3D = %camera_player
@ -44,7 +44,7 @@ func cam_move(delta:float) -> void:
if Input.is_action_pressed("cam_left"): velocity_direction -= transform.basis.z if Input.is_action_pressed("cam_left"): velocity_direction -= transform.basis.z
if Input.is_action_pressed("cam_right"): velocity_direction += transform.basis.z if Input.is_action_pressed("cam_right"): velocity_direction += transform.basis.z
position += velocity_direction.normalized() * delta * move_speed position += velocity_direction.normalized() * delta * move_speed * get_zoom_factor()
## Controls the zoom of the player camera ## Controls the zoom of the player camera
@ -61,5 +61,31 @@ func cam_zoom(delta:float) -> void:
zoom_direction *= zoom_speed_damp #Smooth the deceleration zoom_direction *= zoom_speed_damp #Smooth the deceleration
func get_mouse_position() -> Vector2:
return get_viewport().get_mouse_position()
## multiplicator for movement speed, based on zoom level
func get_zoom_factor() -> float:
return remap(cam.position.z,zoom_min,zoom_max,0.1,2.0)
func cam_edge_scroll(delta:float) -> void: func cam_edge_scroll(delta:float) -> void:
pass if edge_scroll_disabled:return
var current_viewport = get_viewport()
var pan_direction := Vector2(0,0) #Edge scrolling to bottom left by default, changing that if needed
var viewport_rectange := Rect2i(current_viewport.get_visible_rect())
var viewport_size := viewport_rectange.size
var mouse_position = get_mouse_position()
# X PAN
if (mouse_position.x < edge_scrolling_margin or (mouse_position.x > viewport_size.x - edge_scrolling_margin)):
pan_direction.x = 1 if (mouse_position.x > viewport_size.x/2) else -1 # detect if we are in the half of the screen or not
# Y PAN
if (mouse_position.y < edge_scrolling_margin or (mouse_position.y > viewport_size.y - edge_scrolling_margin)):
pan_direction.y = 1 if (mouse_position.y < viewport_size.y/2) else -1 # detect if we are in the half of the screen or not
var pan_vector:= Vector2(pan_direction.x,pan_direction.y) * delta * edge_scrolling_speed * get_zoom_factor()
translate_object_local(Vector3(pan_vector.y,0,pan_vector.x))