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3 Commits

Author SHA1 Message Date
95c39ded76 Enhancement: Readme update 2025-10-21 11:55:11 -06:00
a58248f57c Update gitingore 2025-10-21 11:54:12 -06:00
192687b05f Enhancements: add documentation 2025-10-21 11:52:47 -06:00
3 changed files with 37 additions and 7 deletions

1
.gitignore vendored
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@@ -1,3 +1,4 @@
# Godot 4+ specific ignores # Godot 4+ specific ignores
.godot/ .godot/
/android/ /android/
.vscode/

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@@ -1,2 +1,4 @@
# tween-scroll-test # tween-scroll-test
Simple test of how to create a scrollable/draggable menu similar to Arknights' IS map and many other draggable menus within the game (Operators, Moments, etc.)
Godot 4.5

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