extends Node3D class_name Player #region Declarations @export_category("Speed") @onready var move_speed: float = ProjectSettings.get_setting("game/controls/camera_move_speed",20.0) @onready var zoom_speed: float = ProjectSettings.get_setting("game/controls/camera_zoom_speed",20.0) @export_category("Limits") @export_range(-10,10,1) var zoom_min: float = -4 @export_range(11,50,1) var zoom_max: float = 20 @export_range(0,0.95,0.01) var zoom_speed_damp: float = ProjectSettings.get_setting("game/controls/camera_zoom_damp",0.85) @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 cam: Camera3D = %camera_player var mouse_velocity var zoom_direction: float = 0.0 # if different than zero, zoom is happening var move_disabled:bool = false var zoom_disabled:bool = false var edge_scroll_disabled:bool = ProjectSettings.get_setting("game/controls/edge_scrolling_disabled",false) var invert_rotation_x:bool = ProjectSettings.get_setting("game/controls/invert_cam_rotation_x",false) var invert_rotation_y:bool = ProjectSettings.get_setting("game/controls/invert_cam_rotation_y",false) var rotation_mode:bool = false @export_range(0,1,0.01) var rotation_speed_x:float = ProjectSettings.get_setting("game/controls/cam_rotation_speed_x",0.5) @export_range(0,1,0.01) var rotation_speed_y:float = ProjectSettings.get_setting("game/controls/cam_rotation_speed_y",0.5) @export_category("Signals") signal cursor_edge_scrolling(direction:Vector2) #endregion ###### DEBUG const quit_screen_load = preload("uid://hne6njnc23ur") func _ready(): Input.mouse_mode = Input.MOUSE_MODE_CONFINED # Maybe should be moved in a better script # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: cam_move(delta) cam_zoom(delta) cam_edge_scroll(delta) func _notification(what: int): if what == NOTIFICATION_APPLICATION_FOCUS_OUT: print("focus out!") #get_tree().paused = true edge_scroll_disabled = true move_disabled = true if what == NOTIFICATION_APPLICATION_FOCUS_IN: print("focus in!") #get_tree().paused = false edge_scroll_disabled = false move_disabled = false if what == NOTIFICATION_WM_MOUSE_ENTER: print("focus in!") func _input(event: InputEvent) -> void: if event is InputEventMouseMotion and rotation_mode: mouse_velocity = event.screen_relative cam_rotation(event.screen_relative) else: mouse_velocity = Vector2(0,0) func _unhandled_input(event: InputEvent) -> void: if event.is_action("scroll_up"): zoom_direction = -1 if event.is_action("scroll_down"): zoom_direction = 1 if event.is_action_pressed("rotation_mode"): Input.mouse_mode = Input.MOUSE_MODE_CAPTURED mouse_velocity = Vector2(0,0) rotation_mode = true if event.is_action_released("rotation_mode"): rotation_mode = false Input.mouse_mode = Input.MOUSE_MODE_CONFINED if event.is_action_pressed("DEBUG-quit"): quit_game() func quit_game() -> void: var quit_screen = quit_screen_load.instantiate() get_tree().current_scene.add_child(quit_screen) Input.mouse_mode = Input.MOUSE_MODE_HIDDEN get_tree().root.propagate_notification(NOTIFICATION_WM_CLOSE_REQUEST) get_tree().call_deferred("quit") #region Getter func get_mouse_position() -> Vector2: return get_viewport().get_mouse_position() ## multiplicator for movement speed, based on zoom level ## [br][br] ## Return a remapped float between [param _min] and [param _max] func get_zoom_factor(_min:=0.1,_max:=2.0) -> float: return remap(cam.position.z,zoom_min,zoom_max,_min,_max) #endregion #region Movement ## Controls the movement of the player camera func cam_move(delta:float) -> void: if move_disabled:return var velocity_direction := Vector3.ZERO if Input.is_action_pressed("cam_backward"): velocity_direction -= transform.basis.x if Input.is_action_pressed("cam_forward"): velocity_direction += transform.basis.x 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.x += velocity_direction.normalized().x * delta * move_speed * get_zoom_factor() position.z += velocity_direction.normalized().z * delta * move_speed * get_zoom_factor() ## Controls the zoom of the player camera ## [br] ## [param zoom_direction] control the direction. ## 0.0 means no zoom. Use 1.0 for moving toward the floor func cam_zoom(delta:float) -> void: if zoom_disabled:return var new_zoom: float = clamp(cam.position.z + (zoom_speed * zoom_direction * delta),zoom_min,zoom_max) if new_zoom != cam.position.z and abs(zoom_direction) > 0.001: # TODO: Magic Number cam.position.z = new_zoom zoom_direction *= zoom_speed_damp #Smooth the deceleration func cam_edge_scroll(delta: float) -> void: if edge_scroll_disabled:return var current_viewport = get_viewport() var pan_direction := Vector2.ZERO var viewport_rect := current_viewport.get_visible_rect() var viewport_size := viewport_rect.size var mouse_position = get_mouse_position() # TODO: Clamp mouse to edge ? # 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 # actual camera movement vector var pan_vector := pan_direction * delta * edge_scrolling_speed * get_zoom_factor() if pan_vector.length() > 0: translate_object_local(Vector3(pan_vector.y, 0, pan_vector.x)) # Emit a normalized version just for the cursor var quantized_direction := Vector2( sign(pan_direction.x) if pan_direction.x != 0 else 0, sign(pan_direction.y) if pan_direction.y != 0 else 0 ) cursor_edge_scrolling.emit(quantized_direction) func cam_rotation(mouse_relative:Vector2) -> void: rotation.y += mouse_velocity.x * get_process_delta_time() * rotation_speed_x * (-1 if invert_rotation_x else 1) %camera_rot.rotation.z = clamp(%camera_rot.rotation.z + (mouse_relative.y * get_process_delta_time() * rotation_speed_y) * (-1 if invert_rotation_y else 1),-0.75,0.35) #= clamp(desired_rot.x,-0.75,0.35) #TODO: REMOVE MAGIC NUMBERS #endregion