486 lines
18 KiB
GDScript
486 lines
18 KiB
GDScript
extends CanvasLayer
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## On-screen controls for touch devices: a floating movement joystick on the left
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## and a cluster of ability buttons on the right. Instantiated by hud.gd.
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##
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## All interaction is driven from raw `_input()` with manual hit-testing, NOT from
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## Control.gui_input. On the web/wasm build the overlay lives in a CanvasLayer nested
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## under the HUD, and GUI touch routing into a nested CanvasLayer renders fine but
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## silently drops input — a standard Button here never fires. `_input()` sees every
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## InputEventScreenTouch regardless of nesting, mouse_filter, or emulate_mouse_from_touch,
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## so the joystick and buttons work reliably across browsers. Everything is drawn in one
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## Control (_surface) whose rects are the single source of truth for both drawing and
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## hit-testing.
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##
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## The joystick feeds the same `move_*` input actions the keyboard/gamepad drive (via
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## Input.action_press with an analog strength), so player.gd needs no touch awareness — it
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## just reads Input.get_vector() as always. Ability buttons call the player's public
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## try_activate_ability(), sharing the keyboard's cooldown gate.
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##
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## Shown only on touch platforms (see Controls.use_touch_ui), or when DP
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## "force_touch_controls" is on so the layout can be exercised on a desktop build
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## (emulate_touch_from_mouse turns a mouse click into a touch event for that).
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# move_* actions, indexed by the four joystick push directions.
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const _MOVE_RIGHT: StringName = &"move_right"
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const _MOVE_LEFT: StringName = &"move_left"
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const _MOVE_BACK: StringName = &"move_back"
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const _MOVE_FORWARD: StringName = &"move_forward"
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# Ability slots in player.gd order: kick=0, dash=1, slam=2, roll=3.
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const _ABILITY_ICONS: Array[String] = [
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"res://HUD/KICK.png",
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"res://HUD/DASH.png",
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"res://HUD/SLAM.png",
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"res://HUD/ROLL.png",
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]
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const _ABILITY_LETTERS: Array[String] = ["K", "D", "S", "R"]
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const _ABILITY_ACCENT: Array[Color] = [
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Color(1.00, 0.62, 0.16), # Kick — ember orange
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Color(0.45, 0.75, 1.00), # Dash — sky blue
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Color(0.98, 0.34, 0.20), # Slam — crimson
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Color(1.00, 0.82, 0.32), # Roll — gold
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]
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# Sentinel touch indices. A real finger uses its own non-negative index; the mouse
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# (desktop force-flag testing, when no real touch has been seen) uses _MOUSE.
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const _MOUSE: int = -2
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var _surface: Control
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var _player: Node = null
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# Cached textures + styleboxes so the per-frame redraw (cooldowns animate) allocates nothing.
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var _ability_tex: Array[Texture2D] = []
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var _ability_style: Array[StyleBoxFlat] = []
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var _menu_style: StyleBoxFlat
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# Layout rects in screen space — the single source of truth for drawing AND hit-testing.
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var _stick_zone: Rect2 = Rect2()
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var _ability_rects: Array[Rect2] = []
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var _menu_rect: Rect2 = Rect2()
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# Resting "drag to move" affordance drawn in the lower-left when the stick is idle, so a
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# first-time player sees where to plant their thumb instead of guessing. _hint_pulse gives
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# it a slow breathing alpha for discoverability.
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var _stick_hint_center: Vector2 = Vector2()
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var _hint_pulse: float = 0.0
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# Floating-joystick state. _origin is where the thumb first touched (base centre), _knob is
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# the current thumb position; both in screen coordinates.
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var _stick_active: bool = false
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var _origin: Vector2 = Vector2.ZERO
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var _knob: Vector2 = Vector2.ZERO
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var _stick_radius: float = 110.0
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# Live fingers by index → screen position, plus what each finger is doing ("stick", a slot
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# int, "menu", or "camera"). Ownership keeps a second finger on a button from stealing the
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# stick, and keeps steering/ability fingers from being mistaken for a pinch gesture.
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var _touches: Dictionary = {}
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var _touch_owner: Dictionary = {}
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var _saw_real_touch: bool = false
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# Pinch-to-zoom: only "camera" fingers (right side, not on any button) count, so steering
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# with one thumb while tapping an ability with the other never reads as a zoom.
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var _pinching: bool = false
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var _pinch_dist: float = 0.0
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# Diagnostics surfaced by DP "touch_debug" — lets us see, on the actual device, whether
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# events arrive and where, since no console is reachable there.
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var _dbg_events: int = 0
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var _dbg_last_pos: Vector2 = Vector2.ZERO
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func _ready() -> void:
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layer = 10 # below the HUD (11) so the game-over screen always draws on top
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process_mode = Node.PROCESS_MODE_ALWAYS
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for slot: int in 4:
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var tex: Texture2D = null
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if ResourceLoader.exists(_ABILITY_ICONS[slot]):
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tex = load(_ABILITY_ICONS[slot])
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_ability_tex.append(tex)
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_ability_style.append(_button_style(_ABILITY_ACCENT[slot]))
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_menu_style = _button_style(Color(1.00, 0.78, 0.22, 0.8))
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_surface = Control.new()
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_surface.set_anchors_preset(Control.PRESET_FULL_RECT)
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_surface.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_surface.visible = false
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_surface.draw.connect(_draw_surface)
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add_child(_surface)
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_relayout()
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get_viewport().size_changed.connect(_relayout)
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# ── Layout ────────────────────────────────────────────────────────────────────
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# Left half is the joystick zone (touch anywhere in it to plant the base under the thumb);
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# the ability cluster and menu button sit in the right half so they never overlap it.
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func _relayout() -> void:
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var vp := get_viewport().get_visible_rect().size
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var short := minf(vp.x, vp.y)
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_stick_radius = clampf(short * 0.16, 80.0, 150.0)
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_stick_zone = Rect2(Vector2.ZERO, Vector2(vp.x * 0.5, vp.y))
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var bs := clampf(short * 0.16, 72.0, 120.0) # ability button edge
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var gap := bs * 0.18
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var margin := bs * 0.28
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var right := vp.x - margin
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var bottom := vp.y - margin
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var col0 := right - bs * 2.0 - gap
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var col1 := right - bs
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var row0 := bottom - bs * 2.0 - gap
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var row1 := bottom - bs
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_ability_rects = [
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Rect2(col0, row0, bs, bs), # kick
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Rect2(col1, row0, bs, bs), # dash
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Rect2(col0, row1, bs, bs), # slam
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Rect2(col1, row1, bs, bs), # roll
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]
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var ms := clampf(short * 0.09, 48.0, 72.0)
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_menu_rect = Rect2(vp.x - ms - 16.0, 16.0, ms, ms)
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_stick_hint_center = Vector2(vp.x * 0.20, vp.y * 0.74)
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_surface.queue_redraw()
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# ── Input ───────────────────────────────────────────────────────────────────
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# Raw events only. Real touches drive the touch path; once any real touch is seen the
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# mouse path is disabled (emulate_mouse_from_touch would otherwise double-fire every tap).
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# The mouse path stays live for desktop force-flag testing where no touchscreen exists.
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func _input(event: InputEvent) -> void:
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if get_tree().paused or not Controls.use_touch_ui():
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return
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if event is InputEventScreenTouch:
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_saw_real_touch = true
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var t := event as InputEventScreenTouch
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_dbg_events += 1
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_dbg_last_pos = t.position
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if t.pressed:
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_touches[t.index] = t.position
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_on_press(t.index, t.position)
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else:
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_on_release(t.index, t.position)
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_touches.erase(t.index)
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_update_pinch_state()
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_surface.queue_redraw()
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get_viewport().set_input_as_handled()
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elif event is InputEventScreenDrag:
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var d := event as InputEventScreenDrag
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_dbg_events += 1
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_dbg_last_pos = d.position
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_touches[d.index] = d.position
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_on_drag(d.index, d.position)
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_surface.queue_redraw()
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get_viewport().set_input_as_handled()
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elif not _saw_real_touch and event is InputEventMouseButton:
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var mb := event as InputEventMouseButton
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if mb.button_index == MOUSE_BUTTON_LEFT:
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_dbg_events += 1
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_dbg_last_pos = mb.position
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if mb.pressed:
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_touches[_MOUSE] = mb.position
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_on_press(_MOUSE, mb.position)
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else:
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_on_release(_MOUSE, mb.position)
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_touches.erase(_MOUSE)
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_update_pinch_state()
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_surface.queue_redraw()
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elif not _saw_real_touch and event is InputEventMouseMotion:
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if _touch_owner.get(_MOUSE, null) == "stick":
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_touches[_MOUSE] = (event as InputEventMouseMotion).position
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_update_stick(_touches[_MOUSE])
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_surface.queue_redraw()
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func _on_press(index: int, pos: Vector2) -> void:
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if _menu_rect.has_point(pos):
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_touch_owner[index] = "menu"
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return
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for slot: int in _ability_rects.size():
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if _ability_rects[slot].has_point(pos):
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_touch_owner[index] = slot
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if _player != null:
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_player.call(&"try_activate_ability", slot)
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return
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if _stick_zone.has_point(pos) and not _stick_active:
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_touch_owner[index] = "stick"
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_begin_stick(pos)
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return
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_touch_owner[index] = "camera"
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func _on_drag(index: int, pos: Vector2) -> void:
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match _touch_owner.get(index, null):
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"stick":
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_update_stick(pos)
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"camera":
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if _pinching:
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_apply_pinch()
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func _on_release(index: int, pos: Vector2) -> void:
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match _touch_owner.get(index, null):
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"stick":
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_end_stick()
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"menu":
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if _menu_rect.has_point(pos):
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_touch_owner.erase(index)
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_return_to_menu()
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return
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_touch_owner.erase(index)
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# ── Joystick ────────────────────────────────────────────────────────────────
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func _begin_stick(pos: Vector2) -> void:
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_stick_active = true
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_origin = pos
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_knob = pos
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func _update_stick(pos: Vector2) -> void:
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if not _stick_active:
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return
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var offset := pos - _origin
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if offset.length() > _stick_radius:
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offset = offset.normalized() * _stick_radius
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_knob = _origin + offset
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_apply_move(offset / _stick_radius)
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func _end_stick() -> void:
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_stick_active = false
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_release_move()
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# Translate a normalised stick offset (screen space: +x right, +y down) into analog
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# strengths on the four movement actions. Opposite pairs are mutually exclusive, so only
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# one of each axis is ever pressed at a time.
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func _apply_move(v: Vector2) -> void:
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Input.action_press(_MOVE_RIGHT, maxf(0.0, v.x))
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Input.action_press(_MOVE_LEFT, maxf(0.0, -v.x))
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Input.action_press(_MOVE_BACK, maxf(0.0, v.y))
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Input.action_press(_MOVE_FORWARD, maxf(0.0, -v.y))
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func _release_move() -> void:
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for action: StringName in [_MOVE_RIGHT, _MOVE_LEFT, _MOVE_BACK, _MOVE_FORWARD]:
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Input.action_release(action)
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# ── Pinch-to-zoom ─────────────────────────────────────────────────────────────
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# Only "camera" fingers (open right-side area, not on a button) participate, so it can't
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# fire while the player is steering or tapping abilities.
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func _camera_touches() -> Array:
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var pts: Array = []
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for idx: int in _touches:
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if _touch_owner.get(idx, null) == "camera":
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pts.append(_touches[idx])
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return pts
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func _update_pinch_state() -> void:
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var pts := _camera_touches()
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var was := _pinching
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_pinching = pts.size() >= 2
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if _pinching and not was:
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if _stick_active:
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_end_stick()
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_pinch_dist = (pts[0] as Vector2).distance_to(pts[1] as Vector2)
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elif was and not _pinching:
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_pinch_dist = 0.0
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func _apply_pinch() -> void:
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var pts := _camera_touches()
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if pts.size() < 2:
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return
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var dist := (pts[0] as Vector2).distance_to(pts[1] as Vector2)
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if _pinch_dist <= 0.0 or dist <= 0.0:
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_pinch_dist = dist
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return
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var cam := get_viewport().get_camera_3d()
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if cam != null and cam.has_method(&"adjust_zoom"):
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cam.call(&"adjust_zoom", dist / _pinch_dist)
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_pinch_dist = dist
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# ── Drawing ───────────────────────────────────────────────────────────────────
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func _draw_surface() -> void:
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for slot: int in _ability_rects.size():
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var r: Rect2 = _ability_rects[slot]
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_surface.draw_style_box(_ability_style[slot], r)
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var inner := r.grow(-r.size.x * 0.14)
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if _ability_tex[slot] != null:
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_draw_icon_fit(_ability_tex[slot], inner)
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else:
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_draw_centered_text(_ABILITY_LETTERS[slot], r, 40, _ABILITY_ACCENT[slot])
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var frac := 0.0
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if _player != null:
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frac = clampf(_player.call(&"ability_cooldown_fraction", slot), 0.0, 1.0)
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if frac > 0.0:
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var ch := r.size.y * frac
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_surface.draw_rect(
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Rect2(r.position.x, r.position.y + r.size.y - ch, r.size.x, ch),
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Color(0.0, 0.0, 0.0, 0.55))
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_surface.draw_style_box(_menu_style, _menu_rect)
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_draw_hamburger(_menu_rect)
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if _stick_active:
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_surface.draw_circle(_origin, _stick_radius, Color(0.0, 0.0, 0.0, 0.20))
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_surface.draw_arc(
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_origin, _stick_radius, 0.0, TAU, 48, Color(0.93, 0.88, 0.72, 0.30), 4.0, true)
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_surface.draw_circle(_knob, _stick_radius * 0.42, Color(1.00, 0.82, 0.32, 0.55))
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elif not _pinching:
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_draw_stick_hint()
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if Controls.debug_overlay():
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_draw_debug()
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# A faint "ghost" joystick at rest in the lower-left with a caption, so the movement zone
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# is discoverable. Breathes gently via _hint_pulse; vanishes the moment the stick is grabbed.
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func _draw_stick_hint() -> void:
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var a := 0.16 + 0.12 * (0.5 + 0.5 * sin(_hint_pulse))
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var c := _stick_hint_center
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var r := _stick_radius * 0.72
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_surface.draw_circle(c, r, Color(0.0, 0.0, 0.0, a * 0.45))
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_surface.draw_arc(c, r, 0.0, TAU, 40, Color(0.93, 0.88, 0.72, a + 0.14), 3.0, true)
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_surface.draw_circle(c, r * 0.32, Color(1.00, 0.82, 0.32, a + 0.16))
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var font := ThemeDB.fallback_font
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if font != null:
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var txt := "DRAG TO MOVE"
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var fs := 18
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var tw := font.get_string_size(txt, HORIZONTAL_ALIGNMENT_LEFT, -1, fs)
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_surface.draw_string(
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font, c + Vector2(-tw.x * 0.5, r + 28.0), txt, HORIZONTAL_ALIGNMENT_LEFT, -1, fs,
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Color(0.93, 0.88, 0.72, a + 0.30))
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func _draw_icon_fit(tex: Texture2D, box: Rect2) -> void:
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var ts := tex.get_size()
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if ts.x <= 0.0 or ts.y <= 0.0:
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return
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var scale := minf(box.size.x / ts.x, box.size.y / ts.y)
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var ds := ts * scale
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_surface.draw_texture_rect(tex, Rect2(box.position + (box.size - ds) * 0.5, ds), false)
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func _draw_centered_text(text: String, box: Rect2, size: int, color: Color) -> void:
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var font := ThemeDB.fallback_font
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if font == null:
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return
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var tw := font.get_string_size(text, HORIZONTAL_ALIGNMENT_LEFT, -1, size)
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var pos := box.position + (box.size - tw) * 0.5 + Vector2(0.0, tw.y * 0.35)
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_surface.draw_string(font, pos, text, HORIZONTAL_ALIGNMENT_LEFT, -1, size, color)
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# Three stacked bars — a "☰" glyph drawn by hand, since the fallback font that ships with
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# the web build has no U+2630 and renders it as tofu / a codepoint number.
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func _draw_hamburger(r: Rect2) -> void:
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var col := Color(1.00, 0.78, 0.22)
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var bw := r.size.x * 0.5
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var bh := maxf(3.0, r.size.y * 0.09)
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var x := r.position.x + (r.size.x - bw) * 0.5
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var cy := r.position.y + r.size.y * 0.5
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var gap := r.size.y * 0.22
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for i: int in [-1, 0, 1]:
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_surface.draw_rect(Rect2(x, cy + i * gap - bh * 0.5, bw, bh), col)
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func _draw_debug() -> void:
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var font := ThemeDB.fallback_font
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if font == null:
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return
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var players := get_tree().get_nodes_in_group(&"player")
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var mats := get_tree().get_nodes_in_group(&"matador")
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var lines := [
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"GPU: %s" % RenderingServer.get_video_adapter_name(),
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"API: %s" % RenderingServer.get_video_adapter_api_version(),
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"method=%s web=%s touch_ui=%s" % [
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ProjectSettings.get_setting("rendering/renderer/rendering_method", "?"),
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OS.has_feature("web"), Controls.use_touch_ui()],
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"bull: %s" % _node_report(players),
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"matador(%d): %s" % [mats.size(), _node_report(mats)],
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"events=%d last=%s touches=%d stick=%s" % [
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_dbg_events, str(_dbg_last_pos.round()), _touches.size(), _stick_active],
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]
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var fs := 18
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var line_h := 24.0
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var w := 0.0
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for line: String in lines:
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w = maxf(w, font.get_string_size(line, HORIZONTAL_ALIGNMENT_LEFT, -1, fs).x)
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_surface.draw_rect(
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Rect2(10.0, 34.0, w + 16.0, line_h * lines.size() + 12.0), Color(0.0, 0.0, 0.0, 0.62))
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var y := 34.0 + 22.0
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for line: String in lines:
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|
_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 = accent
|
|
return s
|
|
|
|
|
|
# ── Menu ──────────────────────────────────────────────────────────────────────
|
|
|
|
func _return_to_menu() -> void:
|
|
get_tree().paused = false
|
|
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
|
get_tree().change_scene_to_file("res://MainMenu.tscn")
|
|
|
|
|
|
# ── Lifecycle ─────────────────────────────────────────────────────────────────
|
|
|
|
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
|
|
|
|
_surface.visible = true
|
|
if _player == null:
|
|
var players := get_tree().get_nodes_in_group(&"player")
|
|
if not players.is_empty():
|
|
_player = players[0]
|
|
_surface.queue_redraw() # cooldown overlays animate every frame
|