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@@ -1,9 +1,8 @@
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extends Control
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extends Control
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# INFO name can be anything, doesn't need to be "SpaceNode"
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class_name SpaceNode
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class_name SpaceNode
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# adapted from pc_tile code (project-elysium-main)
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# adapted from pc_tile code (project-elysium-main)
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var initial_pos: Vector2
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var offset: Vector2
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var draggable: bool = false
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var draggable: bool = false
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var velocity: float = 0
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var velocity: float = 0
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@@ -26,25 +25,44 @@ func _ready() -> void:
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return
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return
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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# Every frame, update the position based upon the velocity
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# setting
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global_position.x += velocity
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global_position.x += velocity
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# if the current item is being dragged
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if draggable:
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if draggable:
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# when the item is first clicked
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if (Input.is_action_just_pressed("click")):
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if (Input.is_action_just_pressed("click")):
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mouse_first_location = get_global_mouse_position()
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mouse_first_location = get_global_mouse_position()
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offset = get_local_mouse_position() - global_position
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# basically a "while" the click is held
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if Input.is_action_pressed("click"):
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if Input.is_action_pressed("click"):
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# update the mouse location
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mouse_first_location = get_global_mouse_position()
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mouse_first_location = get_global_mouse_position()
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# then update global position, for mouse tracking
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# this is based upon the last location the mouse was, subtracked by the current
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# location
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global_position.x += -(mouse_last_location.x - mouse_first_location.x)
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global_position.x += -(mouse_last_location.x - mouse_first_location.x)
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# when the click is released
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elif Input.is_action_just_released("click"):
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elif Input.is_action_just_released("click"):
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time_since_first_location += delta
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# make note of where the mouse was released
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# since we're using a sample of N, N-1 frames, rather than an
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# average over N frames, we use the in-built
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# `delta` parameter
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mouse_release_location = get_global_mouse_position()
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mouse_release_location = get_global_mouse_position()
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# simple if/else to compare which direction to go
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if mouse_release_location.x < mouse_first_location.x:
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if mouse_release_location.x < mouse_first_location.x:
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# displacement calc
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var distance = mouse_release_location.x - mouse_first_location.x
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var distance = mouse_release_location.x - mouse_first_location.x
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velocity = (distance /
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velocity = (distance /
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# velocity coefficient to adjust sensitivity
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(velocity_coeffecient * delta))
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(velocity_coeffecient * delta))
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# update to not draggable, to let tween resolve
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draggable = false
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draggable = false
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# other side of the if/else
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elif mouse_release_location.x > mouse_first_location.x:
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elif mouse_release_location.x > mouse_first_location.x:
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var distance = abs(mouse_first_location.x
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var distance = abs(mouse_first_location.x
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- mouse_release_location.x)
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- mouse_release_location.x)
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@@ -55,20 +73,28 @@ func _process(delta: float) -> void:
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# when the drag is complete, create a tween to ease out towards zero
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# when the drag is complete, create a tween to ease out towards zero
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var tween = get_tree().create_tween()
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var tween = get_tree().create_tween()
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# ease out the velocity value to zero.
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tween.tween_property(self, "velocity",
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tween.tween_property(self, "velocity",
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0, ease_out_time).set_ease(Tween.EASE_OUT)
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0, ease_out_time).set_ease(Tween.EASE_OUT)
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# reset location values
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mouse_first_location = Vector2(0,0)
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mouse_first_location = Vector2(0,0)
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mouse_release_location = Vector2(0,0)
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mouse_release_location = Vector2(0,0)
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# able to be dragged again
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draggable = true
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draggable = true
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# if/else to handle reaching the "end" of the canvas
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# as notated by max_x and min_x (see export vars)
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if global_position.x >= max_x && velocity > 0:
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if global_position.x >= max_x && velocity > 0:
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if bounce:
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if bounce:
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# if bounce is enable, half the velocity and negate it
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velocity = -(velocity)/2
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velocity = -(velocity)/2
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print("velocity negated, bouncing")
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print("velocity negated, bouncing")
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# set the position to be within the right bounds
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global_position.x = max_x - 1
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global_position.x = max_x - 1
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time_since_first_location = -1
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time_since_first_location = -1
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# draggable again, possibly redundant
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draggable = true
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draggable = true
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return
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return
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@@ -80,5 +106,6 @@ func _process(delta: float) -> void:
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time_since_first_location = -1
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time_since_first_location = -1
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draggable = true
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draggable = true
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return
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return
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# finally, update the last known position of the mouse
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mouse_last_location = get_global_mouse_position()
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mouse_last_location = get_global_mouse_position()
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