touch controls and hud

This commit is contained in:
2026-08-23 12:37:30 +03:00
parent 3cd347d420
commit d514435dd8
14 changed files with 456 additions and 211 deletions
+360 -190
View File
@@ -2,15 +2,23 @@ extends CanvasLayer
## On-screen controls for touch devices: a floating movement joystick on the left
## and a cluster of ability buttons on the right. Instantiated by hud.gd.
##
## The joystick feeds the same `move_*` input actions the keyboard/gamepad drive
## (via Input.action_press with an analog strength), so player.gd needs no touch
## awareness — it just reads Input.get_vector() as always. Ability buttons call the
## player's public try_activate_ability(), which shares the keyboard's cooldown gate.
## All interaction is driven from raw `_input()` with manual hit-testing, NOT from
## Control.gui_input. On the web/wasm build the overlay lives in a CanvasLayer nested
## under the HUD, and GUI touch routing into a nested CanvasLayer renders fine but
## silently drops input — a standard Button here never fires. `_input()` sees every
## InputEventScreenTouch regardless of nesting, mouse_filter, or emulate_mouse_from_touch,
## so the joystick and buttons work reliably across browsers. Everything is drawn in one
## Control (_surface) whose rects are the single source of truth for both drawing and
## hit-testing.
##
## The joystick feeds the same `move_*` input actions the keyboard/gamepad drive (via
## Input.action_press with an analog strength), so player.gd needs no touch awareness — it
## just reads Input.get_vector() as always. Ability buttons call the player's public
## try_activate_ability(), sharing the keyboard's cooldown gate.
##
## Shown only on touch platforms (see Controls.use_touch_ui), or when DP
## "force_touch_controls" is on so the layout can be exercised on a desktop build.
## emulate_touch_from_mouse (project.godot) lets a mouse stand in for a finger while
## testing.
## "force_touch_controls" is on so the layout can be exercised on a desktop build
## (emulate_touch_from_mouse turns a mouse click into a touch event for that).
# move_* actions, indexed by the four joystick push directions.
const _MOVE_RIGHT: StringName = &"move_right"
@@ -33,80 +41,208 @@ const _ABILITY_ACCENT: Array[Color] = [
Color(1.00, 0.82, 0.32), # Roll — gold
]
var _root: Control
var _stick: Control
var _cd_overlays: Array[ColorRect] = []
# Sentinel touch indices. A real finger uses its own non-negative index; the mouse
# (desktop force-flag testing, when no real touch has been seen) uses _MOUSE.
const _MOUSE: int = -2
var _surface: Control
var _player: Node = null
# Floating-joystick state. _origin is where the thumb first touched (base centre),
# _knob is the current thumb position; both in _stick-local coordinates. _touch_index
# is the finger owning the stick (-1 = none, -2 = mouse), so a second finger tapping
# an ability button never steals the stick.
# Cached textures + styleboxes so the per-frame redraw (cooldowns animate) allocates nothing.
var _ability_tex: Array[Texture2D] = []
var _ability_style: Array[StyleBoxFlat] = []
var _menu_style: StyleBoxFlat
# Layout rects in screen space — the single source of truth for drawing AND hit-testing.
var _stick_zone: Rect2 = Rect2()
var _ability_rects: Array[Rect2] = []
var _menu_rect: Rect2 = Rect2()
# Resting "drag to move" affordance drawn in the lower-left when the stick is idle, so a
# first-time player sees where to plant their thumb instead of guessing. _hint_pulse gives
# it a slow breathing alpha for discoverability.
var _stick_hint_center: Vector2 = Vector2()
var _hint_pulse: float = 0.0
# Floating-joystick state. _origin is where the thumb first touched (base centre), _knob is
# the current thumb position; both in screen coordinates.
var _stick_active: bool = false
var _origin: Vector2 = Vector2.ZERO
var _knob: Vector2 = Vector2.ZERO
var _touch_index: int = -3
var _stick_radius: float = 110.0
# Live fingers by index → screen position, plus what each finger is doing ("stick", a slot
# int, "menu", or "camera"). Ownership keeps a second finger on a button from stealing the
# stick, and keeps steering/ability fingers from being mistaken for a pinch gesture.
var _touches: Dictionary = {}
var _touch_owner: Dictionary = {}
var _saw_real_touch: bool = false
# Pinch-to-zoom: only "camera" fingers (right side, not on any button) count, so steering
# with one thumb while tapping an ability with the other never reads as a zoom.
var _pinching: bool = false
var _pinch_dist: float = 0.0
# Diagnostics surfaced by DP "touch_debug" — lets us see, on the actual device, whether
# events arrive and where, since no console is reachable there.
var _dbg_events: int = 0
var _dbg_last_pos: Vector2 = Vector2.ZERO
func _ready() -> void:
layer = 10 # below the HUD (11) so the game-over screen always draws on top
process_mode = Node.PROCESS_MODE_ALWAYS
_root = Control.new()
_root.set_anchors_preset(Control.PRESET_FULL_RECT)
_root.mouse_filter = Control.MOUSE_FILTER_IGNORE
_root.visible = false
add_child(_root)
for slot: int in 4:
var tex: Texture2D = null
if ResourceLoader.exists(_ABILITY_ICONS[slot]):
tex = load(_ABILITY_ICONS[slot])
_ability_tex.append(tex)
_ability_style.append(_button_style(_ABILITY_ACCENT[slot]))
_menu_style = _button_style(Color(1.00, 0.78, 0.22, 0.8))
_surface = Control.new()
_surface.set_anchors_preset(Control.PRESET_FULL_RECT)
_surface.mouse_filter = Control.MOUSE_FILTER_IGNORE
_surface.visible = false
_surface.draw.connect(_draw_surface)
add_child(_surface)
_build_joystick()
_build_ability_buttons()
_build_menu_button()
_relayout()
get_viewport().size_changed.connect(_relayout)
# ── Joystick ────────────────────────────────────────────────────────────────
# The stick zone is the whole left half of the screen: touching anywhere in it
# plants the base under the thumb, so the player never has to find a fixed pad.
# ── Layout ────────────────────────────────────────────────────────────────────
# Left half is the joystick zone (touch anywhere in it to plant the base under the thumb);
# the ability cluster and menu button sit in the right half so they never overlap it.
func _build_joystick() -> void:
_stick = Control.new()
_stick.mouse_filter = Control.MOUSE_FILTER_STOP
_stick.gui_input.connect(_on_stick_input)
_stick.draw.connect(_draw_stick)
_root.add_child(_stick)
func _relayout() -> void:
var vp := get_viewport().get_visible_rect().size
var short := minf(vp.x, vp.y)
_stick_radius = clampf(short * 0.16, 80.0, 150.0)
_stick_zone = Rect2(Vector2.ZERO, Vector2(vp.x * 0.5, vp.y))
var bs := clampf(short * 0.16, 72.0, 120.0) # ability button edge
var gap := bs * 0.18
var margin := bs * 0.28
var right := vp.x - margin
var bottom := vp.y - margin
var col0 := right - bs * 2.0 - gap
var col1 := right - bs
var row0 := bottom - bs * 2.0 - gap
var row1 := bottom - bs
_ability_rects = [
Rect2(col0, row0, bs, bs), # kick
Rect2(col1, row0, bs, bs), # dash
Rect2(col0, row1, bs, bs), # slam
Rect2(col1, row1, bs, bs), # roll
]
var ms := clampf(short * 0.09, 48.0, 72.0)
_menu_rect = Rect2(vp.x - ms - 16.0, 16.0, ms, ms)
_stick_hint_center = Vector2(vp.x * 0.20, vp.y * 0.74)
_surface.queue_redraw()
func _on_stick_input(event: InputEvent) -> void:
# ── Input ───────────────────────────────────────────────────────────────────
# Raw events only. Real touches drive the touch path; once any real touch is seen the
# mouse path is disabled (emulate_mouse_from_touch would otherwise double-fire every tap).
# The mouse path stays live for desktop force-flag testing where no touchscreen exists.
func _input(event: InputEvent) -> void:
if get_tree().paused or not Controls.use_touch_ui():
return
if event is InputEventScreenTouch:
_saw_real_touch = true
var t := event as InputEventScreenTouch
if t.pressed and not _stick_active:
_begin_stick(t.position, t.index)
elif not t.pressed and _touch_index == t.index:
_end_stick()
_dbg_events += 1
_dbg_last_pos = t.position
if t.pressed:
_touches[t.index] = t.position
_on_press(t.index, t.position)
else:
_on_release(t.index, t.position)
_touches.erase(t.index)
_update_pinch_state()
_surface.queue_redraw()
get_viewport().set_input_as_handled()
elif event is InputEventScreenDrag:
var d := event as InputEventScreenDrag
if _touch_index == d.index:
_update_stick(d.position)
elif event is InputEventMouseButton:
_dbg_events += 1
_dbg_last_pos = d.position
_touches[d.index] = d.position
_on_drag(d.index, d.position)
_surface.queue_redraw()
get_viewport().set_input_as_handled()
elif not _saw_real_touch and event is InputEventMouseButton:
var mb := event as InputEventMouseButton
if mb.button_index == MOUSE_BUTTON_LEFT:
if mb.pressed and not _stick_active:
_begin_stick(mb.position, -2)
elif not mb.pressed and _touch_index == -2:
_end_stick()
elif event is InputEventMouseMotion and _touch_index == -2:
_update_stick((event as InputEventMouseMotion).position)
_dbg_events += 1
_dbg_last_pos = mb.position
if mb.pressed:
_touches[_MOUSE] = mb.position
_on_press(_MOUSE, mb.position)
else:
_on_release(_MOUSE, mb.position)
_touches.erase(_MOUSE)
_update_pinch_state()
_surface.queue_redraw()
elif not _saw_real_touch and event is InputEventMouseMotion:
if _touch_owner.get(_MOUSE, null) == "stick":
_touches[_MOUSE] = (event as InputEventMouseMotion).position
_update_stick(_touches[_MOUSE])
_surface.queue_redraw()
func _begin_stick(pos: Vector2, index: int) -> void:
func _on_press(index: int, pos: Vector2) -> void:
if _menu_rect.has_point(pos):
_touch_owner[index] = "menu"
return
for slot: int in _ability_rects.size():
if _ability_rects[slot].has_point(pos):
_touch_owner[index] = slot
if _player != null:
_player.call(&"try_activate_ability", slot)
return
if _stick_zone.has_point(pos) and not _stick_active:
_touch_owner[index] = "stick"
_begin_stick(pos)
return
_touch_owner[index] = "camera"
func _on_drag(index: int, pos: Vector2) -> void:
match _touch_owner.get(index, null):
"stick":
_update_stick(pos)
"camera":
if _pinching:
_apply_pinch()
func _on_release(index: int, pos: Vector2) -> void:
match _touch_owner.get(index, null):
"stick":
_end_stick()
"menu":
if _menu_rect.has_point(pos):
_touch_owner.erase(index)
_return_to_menu()
return
_touch_owner.erase(index)
# ── Joystick ────────────────────────────────────────────────────────────────
func _begin_stick(pos: Vector2) -> void:
_stick_active = true
_touch_index = index
_origin = pos
_knob = pos
_stick.queue_redraw()
func _update_stick(pos: Vector2) -> void:
@@ -117,19 +253,16 @@ func _update_stick(pos: Vector2) -> void:
offset = offset.normalized() * _stick_radius
_knob = _origin + offset
_apply_move(offset / _stick_radius)
_stick.queue_redraw()
func _end_stick() -> void:
_stick_active = false
_touch_index = -3
_release_move()
_stick.queue_redraw()
# Translate a normalised stick offset (screen space: +x right, +y down) into analog
# strengths on the four movement actions. Opposite pairs are mutually exclusive, so
# only one of each axis is ever pressed at a time.
# strengths on the four movement actions. Opposite pairs are mutually exclusive, so only
# one of each axis is ever pressed at a time.
func _apply_move(v: Vector2) -> void:
Input.action_press(_MOVE_RIGHT, maxf(0.0, v.x))
Input.action_press(_MOVE_LEFT, maxf(0.0, -v.x))
@@ -142,139 +275,184 @@ func _release_move() -> void:
Input.action_release(action)
func _draw_stick() -> void:
if not _stick_active:
# ── Pinch-to-zoom ─────────────────────────────────────────────────────────────
# Only "camera" fingers (open right-side area, not on a button) participate, so it can't
# fire while the player is steering or tapping abilities.
func _camera_touches() -> Array:
var pts: Array = []
for idx: int in _touches:
if _touch_owner.get(idx, null) == "camera":
pts.append(_touches[idx])
return pts
func _update_pinch_state() -> void:
var pts := _camera_touches()
var was := _pinching
_pinching = pts.size() >= 2
if _pinching and not was:
if _stick_active:
_end_stick()
_pinch_dist = (pts[0] as Vector2).distance_to(pts[1] as Vector2)
elif was and not _pinching:
_pinch_dist = 0.0
func _apply_pinch() -> void:
var pts := _camera_touches()
if pts.size() < 2:
return
var ring := Color(0.93, 0.88, 0.72, 0.30)
var knob := Color(1.00, 0.82, 0.32, 0.55)
_stick.draw_circle(_origin, _stick_radius, Color(0.0, 0.0, 0.0, 0.20))
_stick.draw_arc(_origin, _stick_radius, 0.0, TAU, 48, ring, 4.0, true)
_stick.draw_circle(_knob, _stick_radius * 0.42, knob)
var dist := (pts[0] as Vector2).distance_to(pts[1] as Vector2)
if _pinch_dist <= 0.0 or dist <= 0.0:
_pinch_dist = dist
return
var cam := get_viewport().get_camera_3d()
if cam != null and cam.has_method(&"adjust_zoom"):
cam.call(&"adjust_zoom", dist / _pinch_dist)
_pinch_dist = dist
# ── Ability buttons ─────────────────────────────────────────────────────────
# A 2×2 cluster in the bottom-right thumb reach. Each button taps the matching
# ability; a dark overlay wipes down over it while that ability is cooling down.
# ── Drawing ───────────────────────────────────────────────────────────────────
func _build_ability_buttons() -> void:
var grid := GridContainer.new()
grid.name = "AbilityGrid"
grid.columns = 2
grid.add_theme_constant_override("h_separation", 14)
grid.add_theme_constant_override("v_separation", 14)
grid.mouse_filter = Control.MOUSE_FILTER_IGNORE
grid.anchor_left = 1.0
grid.anchor_right = 1.0
grid.anchor_top = 1.0
grid.anchor_bottom = 1.0
grid.grow_horizontal = Control.GROW_DIRECTION_BEGIN
grid.grow_vertical = Control.GROW_DIRECTION_BEGIN
grid.offset_left = -220.0
grid.offset_top = -220.0
grid.offset_right = -24.0
grid.offset_bottom = -24.0
_root.add_child(grid)
func _draw_surface() -> void:
for slot: int in _ability_rects.size():
var r: Rect2 = _ability_rects[slot]
_surface.draw_style_box(_ability_style[slot], r)
var inner := r.grow(-r.size.x * 0.14)
if _ability_tex[slot] != null:
_draw_icon_fit(_ability_tex[slot], inner)
else:
_draw_centered_text(_ABILITY_LETTERS[slot], r, 40, _ABILITY_ACCENT[slot])
var frac := 0.0
if _player != null:
frac = clampf(_player.call(&"ability_cooldown_fraction", slot), 0.0, 1.0)
if frac > 0.0:
var ch := r.size.y * frac
_surface.draw_rect(
Rect2(r.position.x, r.position.y + r.size.y - ch, r.size.x, ch),
Color(0.0, 0.0, 0.0, 0.55))
for slot: int in 4:
grid.add_child(_build_ability_button(slot))
_surface.draw_style_box(_menu_style, _menu_rect)
_draw_hamburger(_menu_rect)
if _stick_active:
_surface.draw_circle(_origin, _stick_radius, Color(0.0, 0.0, 0.0, 0.20))
_surface.draw_arc(
_origin, _stick_radius, 0.0, TAU, 48, Color(0.93, 0.88, 0.72, 0.30), 4.0, true)
_surface.draw_circle(_knob, _stick_radius * 0.42, Color(1.00, 0.82, 0.32, 0.55))
elif not _pinching:
_draw_stick_hint()
if Controls.debug_overlay():
_draw_debug()
func _build_ability_button(slot: int) -> Control:
var panel := PanelContainer.new()
panel.custom_minimum_size = Vector2(96.0, 96.0)
panel.add_theme_stylebox_override("panel", _button_style(slot))
panel.mouse_filter = Control.MOUSE_FILTER_STOP
var stack := Control.new()
stack.set_anchors_preset(Control.PRESET_FULL_RECT)
panel.add_child(stack)
if ResourceLoader.exists(_ABILITY_ICONS[slot]):
var icon := TextureRect.new()
icon.texture = load(_ABILITY_ICONS[slot])
icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
icon.set_anchors_preset(Control.PRESET_FULL_RECT)
icon.mouse_filter = Control.MOUSE_FILTER_IGNORE
stack.add_child(icon)
else:
var lbl := Label.new()
lbl.text = _ABILITY_LETTERS[slot]
lbl.set_anchors_preset(Control.PRESET_FULL_RECT)
lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
lbl.add_theme_color_override("font_color", _ABILITY_ACCENT[slot])
lbl.add_theme_font_size_override("font_size", 40)
stack.add_child(lbl)
# Cooldown wipe — anchored to the bottom, its top edge driven in _process so it
# shrinks away as the ability comes off cooldown (mirrors the desktop HUD tiles).
var cd := ColorRect.new()
cd.color = Color(0.0, 0.0, 0.0, 0.62)
cd.anchor_left = 0.0
cd.anchor_right = 1.0
cd.anchor_top = 1.0
cd.anchor_bottom = 1.0
cd.mouse_filter = Control.MOUSE_FILTER_IGNORE
stack.add_child(cd)
_cd_overlays.append(cd)
# Fire on press (not release) so abilities feel instant under the thumb.
panel.gui_input.connect(_on_ability_input.bind(slot))
return panel
# A faint "ghost" joystick at rest in the lower-left with a caption, so the movement zone
# is discoverable. Breathes gently via _hint_pulse; vanishes the moment the stick is grabbed.
func _draw_stick_hint() -> void:
var a := 0.16 + 0.12 * (0.5 + 0.5 * sin(_hint_pulse))
var c := _stick_hint_center
var r := _stick_radius * 0.72
_surface.draw_circle(c, r, Color(0.0, 0.0, 0.0, a * 0.45))
_surface.draw_arc(c, r, 0.0, TAU, 40, Color(0.93, 0.88, 0.72, a + 0.14), 3.0, true)
_surface.draw_circle(c, r * 0.32, Color(1.00, 0.82, 0.32, a + 0.16))
var font := ThemeDB.fallback_font
if font != null:
var txt := "DRAG TO MOVE"
var fs := 18
var tw := font.get_string_size(txt, HORIZONTAL_ALIGNMENT_LEFT, -1, fs)
_surface.draw_string(
font, c + Vector2(-tw.x * 0.5, r + 28.0), txt, HORIZONTAL_ALIGNMENT_LEFT, -1, fs,
Color(0.93, 0.88, 0.72, a + 0.30))
func _on_ability_input(event: InputEvent, slot: int) -> void:
var pressed := false
if event is InputEventScreenTouch:
pressed = (event as InputEventScreenTouch).pressed
elif event is InputEventMouseButton:
var mb := event as InputEventMouseButton
pressed = mb.pressed and mb.button_index == MOUSE_BUTTON_LEFT
if pressed and _player != null:
_player.call(&"try_activate_ability", slot)
func _draw_icon_fit(tex: Texture2D, box: Rect2) -> void:
var ts := tex.get_size()
if ts.x <= 0.0 or ts.y <= 0.0:
return
var scale := minf(box.size.x / ts.x, box.size.y / ts.y)
var ds := ts * scale
_surface.draw_texture_rect(tex, Rect2(box.position + (box.size - ds) * 0.5, ds), false)
func _button_style(slot: int) -> StyleBoxFlat:
func _draw_centered_text(text: String, box: Rect2, size: int, color: Color) -> void:
var font := ThemeDB.fallback_font
if font == null:
return
var tw := font.get_string_size(text, HORIZONTAL_ALIGNMENT_LEFT, -1, size)
var pos := box.position + (box.size - tw) * 0.5 + Vector2(0.0, tw.y * 0.35)
_surface.draw_string(font, pos, text, HORIZONTAL_ALIGNMENT_LEFT, -1, size, color)
# Three stacked bars — a "☰" glyph drawn by hand, since the fallback font that ships with
# the web build has no U+2630 and renders it as tofu / a codepoint number.
func _draw_hamburger(r: Rect2) -> void:
var col := Color(1.00, 0.78, 0.22)
var bw := r.size.x * 0.5
var bh := maxf(3.0, r.size.y * 0.09)
var x := r.position.x + (r.size.x - bw) * 0.5
var cy := r.position.y + r.size.y * 0.5
var gap := r.size.y * 0.22
for i: int in [-1, 0, 1]:
_surface.draw_rect(Rect2(x, cy + i * gap - bh * 0.5, bw, bh), col)
func _draw_debug() -> void:
var font := ThemeDB.fallback_font
if font == null:
return
var players := get_tree().get_nodes_in_group(&"player")
var mats := get_tree().get_nodes_in_group(&"matador")
var lines := [
"GPU: %s" % RenderingServer.get_video_adapter_name(),
"API: %s" % RenderingServer.get_video_adapter_api_version(),
"method=%s web=%s touch_ui=%s" % [
ProjectSettings.get_setting("rendering/renderer/rendering_method", "?"),
OS.has_feature("web"), Controls.use_touch_ui()],
"bull: %s" % _node_report(players),
"matador(%d): %s" % [mats.size(), _node_report(mats)],
"events=%d last=%s touches=%d stick=%s" % [
_dbg_events, str(_dbg_last_pos.round()), _touches.size(), _stick_active],
]
var fs := 18
var line_h := 24.0
var w := 0.0
for line: String in lines:
w = maxf(w, font.get_string_size(line, HORIZONTAL_ALIGNMENT_LEFT, -1, fs).x)
_surface.draw_rect(
Rect2(10.0, 34.0, w + 16.0, line_h * lines.size() + 12.0), Color(0.0, 0.0, 0.0, 0.62))
var y := 34.0 + 22.0
for line: String in lines:
_surface.draw_string(
font, Vector2(18.0, y), line, HORIZONTAL_ALIGNMENT_LEFT, -1, fs,
Color(1.0, 1.0, 0.3))
y += line_h
# One-line "does this character exist / is it drawable / where is it" report for the debug
# overlay, so an invisible bull/matador on-device can be pinned to spawn vs. position vs.
# GPU-draw failure.
func _node_report(nodes: Array) -> String:
if nodes.is_empty():
return "NONE"
var n := nodes[0] as Node3D
if n == null:
return "not Node3D"
return "vis=%s pos=%s" % [n.is_visible_in_tree(), str(n.global_position.round())]
func _button_style(accent: Color) -> StyleBoxFlat:
var s := StyleBoxFlat.new()
s.bg_color = Color(0.10, 0.07, 0.03, 0.80)
s.set_corner_radius_all(18)
s.corner_detail = 6
s.set_border_width_all(3)
s.border_color = _ABILITY_ACCENT[slot]
s.border_color = accent
return s
# ── Menu button ──────────────────────────────────────────────────────────────
# Top-right "☰" — the touch stand-in for the keyboard's Esc-to-menu, so a phone
# player has a way out of a run.
func _build_menu_button() -> void:
var btn := Button.new()
btn.text = ""
btn.custom_minimum_size = Vector2(56.0, 56.0)
btn.focus_mode = Control.FOCUS_NONE
btn.anchor_left = 1.0
btn.anchor_right = 1.0
btn.grow_horizontal = Control.GROW_DIRECTION_BEGIN
btn.offset_left = -72.0
btn.offset_top = 16.0
btn.offset_right = -16.0
btn.offset_bottom = 72.0
var style := StyleBoxFlat.new()
style.bg_color = Color(0.10, 0.07, 0.03, 0.80)
style.set_corner_radius_all(12)
style.set_border_width_all(2)
style.border_color = Color(1.00, 0.78, 0.22, 0.8)
btn.add_theme_stylebox_override("normal", style)
btn.add_theme_stylebox_override("hover", style)
btn.add_theme_stylebox_override("pressed", style)
btn.add_theme_color_override("font_color", Color(1.00, 0.78, 0.22))
btn.add_theme_font_size_override("font_size", 28)
btn.pressed.connect(_return_to_menu)
_root.add_child(btn)
# ── Menu ──────────────────────────────────────────────────────────────────────
func _return_to_menu() -> void:
get_tree().paused = false
@@ -282,34 +460,26 @@ func _return_to_menu() -> void:
get_tree().change_scene_to_file("res://MainMenu.tscn")
# ── Layout & lifecycle ──────────────────────────────────────────────────────
# ── Lifecycle ─────────────────────────────────────────────────────────────────
func _relayout() -> void:
var vp := get_viewport().get_visible_rect().size
# Left half is the joystick zone; base radius scales with the shorter screen edge.
_stick.position = Vector2.ZERO
_stick.size = Vector2(vp.x * 0.5, vp.y)
_stick_radius = clampf(minf(vp.x, vp.y) * 0.16, 80.0, 150.0)
func _process(_delta: float) -> void:
var active := Controls.use_touch_ui()
# The game-over / pause screen owns the display when paused — stand down and drop
# any held movement so the bull doesn't coast on a stuck joystick.
if not active or get_tree().paused:
if _root.visible:
_root.visible = false
func _process(delta: float) -> void:
_hint_pulse = fmod(_hint_pulse + delta * 2.2, TAU)
var active := Controls.use_touch_ui() and not get_tree().paused
# The game-over / pause screen owns the display when paused — stand down and drop any
# held movement so the bull doesn't coast on a stuck joystick.
if not active:
if _surface.visible:
_surface.visible = false
if _stick_active:
_end_stick()
_touches.clear()
_touch_owner.clear()
_pinching = false
return
_root.visible = true
_surface.visible = true
if _player == null:
var players := get_tree().get_nodes_in_group(&"player")
if not players.is_empty():
_player = players[0]
return
for slot: int in _cd_overlays.size():
var fraction: float = _player.call(&"ability_cooldown_fraction", slot)
_cd_overlays[slot].anchor_top = 1.0 - clampf(fraction, 0.0, 1.0)
_surface.queue_redraw() # cooldown overlays animate every frame