diff --git a/Core/player.gd b/Core/player.gd index 07aa724..919611b 100644 --- a/Core/player.gd +++ b/Core/player.gd @@ -8,8 +8,8 @@ extends Node3D @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(0,32,4) var edge_scrolling_margin: int = 4 -@onready var edge_scrolling_speed: float = ProjectSettings.get_setting("game/controls/edge_scrolling_speed",20.0) +@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",25.0) @onready var socket: Node3D = $camera_point @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_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 @@ -61,5 +61,31 @@ func cam_zoom(delta:float) -> void: 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: - 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))