-
Notifications
You must be signed in to change notification settings - Fork 1
/
click_test.gd
246 lines (226 loc) · 7.77 KB
/
click_test.gd
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
extends Camera3D
var colors = [
rgb(206,81,56),
rgb(51,212,209),
rgb(193,66,129),
rgb(94,197,117),
rgb(143,57,144),
rgb(132,195,89),
rgb(115,108,218),
rgb(186,171,41),
rgb(73,55,145),
rgb(76,145,55),
rgb(216,119,196),
rgb(68,197,146),
rgb(211,73,98),
rgb(72,126,57),
rgb(195,127,210),
rgb(193,167,79),
rgb(109,143,215),
rgb(204,126,41),
rgb(118,41,95),
rgb(187,179,102),
rgb(217,110,160),
rgb(124,105,36),
rgb(164,68,75),
rgb(218,129,96),
rgb(132,53,28),
]
var sticky = false
func rgb(r,g,b):
return Color(r / 255.0, g / 255.0, b / 255.0)
func _ready():
await get_tree().create_timer(2.0).timeout
$HumSound.play()
$KeyboardSound.play()
var tween = get_tree().create_tween()
tween.set_parallel()
tween.tween_property($HumSound, "volume_db", -5.0, 3.0)
tween.tween_property($KeyboardSound, "volume_db", -5.0, 5.0)
# Called when the node enters the scene tree for the first time.
func start_the_game():
$StaticSound.play()
current = true
await get_tree().create_timer(0.16).timeout
$%Static.visible = false
CircleZone.started = true
self.call_deferred("spawn_pois")
# return
self.call_deferred("spawn")
#self.call_deferred("visual_circle")
var pois = [{ "p": Vector3(436.9383, 51.37256, -79.0124), "r": 10.194164276123 }, { "p": Vector3(399.0123, 49.29999, -160.3951), "r": 38.2107048034668 }, { "p": Vector3(365.8271, 50.5882, -256), "r": 21.9142971038818 }, { "p": Vector3(285.2346, 57.25488, -256.7901), "r": 24.1878223419189 }, { "p": Vector3(261.5309, 50.5882, -183.3087), "r": 15.3686218261719 }, { "p": Vector3(233.8765, 50.76251, -198.321), "r": 20.7475280761719 }, { "p": Vector3(171.4568, 50.19608, -152.4938), "r": 29.6597595214844 }, { "p": Vector3(154.0741, 100, -80.59259), "r": 12.5365800857544 }, { "p": Vector3(56.88889, 55.29407, -271.8024), "r": 19.6829319000244 }, { "p": Vector3(134.321, 50.5882, -299.4568), "r": 18.5297794342041 }, { "p": Vector3(229.9259, 50.19608, -402.963), "r": 48.5714302062988 }, { "p": Vector3(130.3704, 50.19608, -382.4197), "r": 23.4825611114502 }, { "p": Vector3(414.8148, 50.19608, -385.5803), "r": 24.5991859436035 }, { "p": Vector3(271.8025, 50.19608, -80.59261), "r": 22.6700191497803 }]
func visual_circle():
var cyl = CSGCylinder3D.new()
cyl.radius = CircleZone.icr
cyl.height = 50.0
get_parent().add_child(cyl)
cyl.global_position.x = CircleZone.icp.x
cyl.global_position.z = CircleZone.icp.y
cyl.sides = 128
cyl.global_position.y = 50.0
func spawn_pois():
for poi in pois:
var cyl = CSGCylinder3D.new()
cyl.radius = poi.r
cyl.height = 50.0
cyl.visible = false
get_parent().add_child(cyl)
cyl.global_position = poi.p
cyl.add_to_group("loot")
func assign_squad(p, i):
p.squad = i
p.color = colors[i]
p.on_assign()
func spawn():
var player_scene = preload("res://player.tscn")
for i in range(100):
var p = player_scene.instantiate()
p.pid = i
get_parent().add_child(p)
var idx = randi_range(0, $%NavigationRegion3D.navigation_mesh.get_polygon_count() - 1)
var v = $%NavigationRegion3D.navigation_mesh.get_vertices()[$%NavigationRegion3D.navigation_mesh.get_polygon(idx)[0]]
p.global_position = v
var squad_id = 0
var player_pool = get_tree().get_nodes_in_group("player")
var leader
while squad_id < 25:
# find a leader
for player in player_pool:
if player.is_in_group("recruited"):
continue
leader = player
assign_squad(leader, squad_id)
break
# recruit 3 closest neighbors
for i in range(3):
var min_dist = 10000000
var min_player = null
for player in player_pool:
if player.is_in_group("recruited"):
continue
var dist = player.global_position.distance_to(leader.global_position)
if dist < min_dist:
min_dist = dist
min_player = player
assign_squad(min_player, squad_id)
squad_id += 1
func pan_dist():
return 512.0 / size
func _process(delta):
if !current:
return
if !CircleZone.busy && !CircleZone.is_done_shrinking():
var x = 0
var y = 0
if Input.is_action_pressed("ui_left"):
CircleZone.icp.x += delta * 10.0
x -= 1
if Input.is_action_pressed("ui_right"):
CircleZone.icp.x -= delta * 10.0
x += 1
if Input.is_action_pressed("ui_up"):
CircleZone.icp.y += delta * 10.0
y -= 1
if Input.is_action_pressed("ui_down"):
CircleZone.icp.y -= delta * 10.0
y += 1
if (x or y):
if !$WhirSound.playing:
$WhirSound.play()
else:
$WhirSound.stop()
func _physics_process(delta):
if !current || sticky:
return
var mp = get_viewport().get_mouse_position()
var from = project_ray_origin(mp)
var to = from + project_ray_normal(mp) * 1000.0
var query = PhysicsRayQueryParameters3D.create(from, to, 4)
query.collide_with_areas = true
var result = get_world_3d().direct_space_state.intersect_ray(query)
if result && "collider" in result:
var p = result.collider.get_parent()
$%UI.set_player(p)
else:
$%UI.untrack()
#var poi_pending = null
#var poi = []
var dragging = false
var drag_anchor
var drag_pos
func _input(event):
if !current:
return
if event.is_action_pressed("ui_accept"):
if CircleZone.can_close():
$ButtonSound.play()
CircleZone.close_circle()
if event is InputEventMouseMotion && dragging:
var sc = 512.0 / size
var bound = (512.0 - size) / 2.0
global_position.x = (event.position.x - drag_anchor.x) / sc + drag_pos.x
global_position.z = (event.position.y - drag_anchor.y) / sc + drag_pos.z
global_position.x = min(max(global_position.x, 256.0 - bound), 256.0 + bound)
global_position.z = min(max(global_position.z, -256.0 - bound), -256.0 + bound)
if event is InputEventMouseButton:
if event.is_pressed():
if event.button_index == MOUSE_BUTTON_LEFT:
dragging = true
drag_anchor = event.position
drag_pos = global_position
# if result && "position" in result:
## poi_pending = result.position
## return
# for character in get_tree().get_nodes_in_group("player"):
# character.plot_course(result.position)
elif event.button_index == MOUSE_BUTTON_WHEEL_UP:
if size <= 64.0:
return
if !$ZoomInSound.playing:
$ZoomInSound.play()
size = max(size / 2.0, 64.0)
var from = project_ray_origin(event.position)
var to = from + project_ray_normal(event.position) * 1000.0
var query = PhysicsRayQueryParameters3D.create(from, to)
var result = get_world_3d().direct_space_state.intersect_ray(query)
if result && "position" in result && !dragging:
global_position.x = result.position.x
global_position.z = result.position.z
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
if size < 512.0:
if !$ZoomOutSound.playing:
$ZoomOutSound.play()
size = min(size * 2, 512.0)
if size >= 512.0:
global_position.x = 256.0
global_position.z = -256.0
return
elif event.button_index == MOUSE_BUTTON_LEFT:
if !drag_anchor || !dragging:
return
dragging = false
if drag_anchor.distance_to(event.position) < 5.0:
# click, not drag (probably lol)
var from = project_ray_origin(event.position)
var to = from + project_ray_normal(event.position) * 1000.0
var query = PhysicsRayQueryParameters3D.create(from, to, 4)
query.collide_with_areas = true
var result = get_world_3d().direct_space_state.intersect_ray(query)
if result && "position" in result:
var p = result.collider.get_parent()
$%UI.set_player(p)
sticky = true
else:
$%UI.untrack()
sticky = false
# released
pass
# else:
# if event.button_index == MOUSE_BUTTON_LEFT:
# var from = project_ray_origin(event.position)
# var to = from + project_ray_normal(event.position) * 1000.0
# var query = PhysicsRayQueryParameters3D.create(from, to)
# query.collide_with_areas = true
# var result = get_world_3d().direct_space_state.intersect_ray(query)
# if result && "position" in result:
# poi.push_back({ "p": poi_pending, "r": result.position.distance_to(poi_pending) })