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puzzle-quest/scenes/levels/warcraft/WarCraft.gd
T

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extends Spatial
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const TIME_MAX = 3000 # msec
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const GYROSCOPE_MAX_DIFF = 0.5
const OFFSET_CAMERA_MAX = 0.12
const OFFSET_STEP_CHANGE = 0.01
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var gyroscope_value_old = Vector3(0, 0, 0)
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onready var meshes = {
"dagger": {
"mesh": $"Main Scene Props/dagger",
"value": 0.0,
"label": "Dagger",
"lock": false,
"tick_reference": null
}
}
func _ready():
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$Dialog/ConfirmEscape.set_title(tr("SCENE_WARCRAFT_DIALOG_QUIT_TITLE"))
$Dialog/ConfirmEscape.set_text(tr("SCENE_WARCRAFT_DIALOG_QUIT_QUESTION"))
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func _process(_delta):
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_check_quit_scene()
_check_dissolve_mesh()
_check_change_angle_camera()
func _check_quit_scene():
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# Event key "escape" and "godot event" ui_end
if Input.is_action_just_pressed("ui_end"):
_confirm_before_quit()
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func _check_dissolve_mesh():
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# Event dissolve in object searched by gamer
for mesh in meshes:
if meshes[mesh]["lock"] == true and meshes[mesh]["mesh"] != null:
if meshes[mesh]["tick_reference"] == null:
meshes[mesh]["tick_reference"] = OS.get_ticks_msec()
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if OS.get_ticks_msec() < meshes[mesh]["tick_reference"] + TIME_MAX:
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meshes[mesh]["value"] += 0.01
meshes[mesh]["mesh"].get_surface_material(0).set("shader_param/dissolve_amount", meshes[mesh]["value"])
else:
meshes[mesh]["mesh"].call_deferred("free")
meshes[mesh]["mesh"] = null
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func _check_change_angle_camera():
var camera = $"Main Camera"
var gyroscope = Input.get_gyroscope()
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if camera.h_offset >= -OFFSET_CAMERA_MAX:
if _action_pressed("ui_left") or _action_gyroscope("left", gyroscope):
print("[warcraft#_ready] move camera angle to left")
$"Main Camera".h_offset -= OFFSET_STEP_CHANGE
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if camera.h_offset <= OFFSET_CAMERA_MAX:
if _action_pressed("ui_right") or _action_gyroscope("right", gyroscope):
print("[warcraft#_ready] move camera angle to right")
$"Main Camera".h_offset += OFFSET_STEP_CHANGE
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if camera.v_offset >= -OFFSET_CAMERA_MAX:
if _action_pressed("ui_down") or _action_gyroscope("down", gyroscope):
print("[warcraft#_ready] move camera angle to down")
$"Main Camera".v_offset -= OFFSET_STEP_CHANGE
if camera.v_offset <= OFFSET_CAMERA_MAX:
if _action_pressed("ui_up") or _action_gyroscope("up", gyroscope):
print("[warcraft#_ready] move camera angle to up")
$"Main Camera".v_offset += OFFSET_STEP_CHANGE
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gyroscope_value_old = gyroscope
func _action_pressed(action):
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return Input.is_action_pressed(action)
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func _action_gyroscope(action, gyroscope):
if Global.gyroscope_enabled():
var expression = Expression.new()
expression.parse("_gyroscope_changed_"+action+"(gyroscope)", ["gyroscope"])
if expression.execute([gyroscope], self):
return true
else:
return false
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else:
return false
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func _gyroscope_changed_left(gyroscope):
return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
gyroscope.y < gyroscope_value_old.y
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func _gyroscope_changed_right(gyroscope):
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return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
gyroscope.y > gyroscope_value_old.y
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func _gyroscope_changed_down(gyroscope):
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return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
gyroscope.z > gyroscope_value_old.z or \
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
gyroscope.x > gyroscope_value_old.x
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func _gyroscope_changed_up(gyroscope):
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return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
gyroscope.z < gyroscope_value_old.z or \
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
gyroscope.x < gyroscope_value_old.x
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func _notification(what):
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# Notification for android back action
if what == MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST:
_confirm_before_quit()
func _confirm_before_quit():
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$Dialog/ConfirmEscape.popup()
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# Back to main scene
func _quit_to_menu():
Global.goto_scene("res://scenes/main.tscn")
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# Event when user click/touch dagger
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func _on_dagger_input_event(_camera, event, _click_position, _click_normal, _shape_idx):
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_initialize_mesh_ref("dagger", event)
func _initialize_mesh_ref(meshInstance, event):
if meshes[meshInstance]["lock"] == false and (event is InputEventMouseButton or event is InputEventScreenTouch):
meshes[meshInstance]["lock"] = true
func _on_ConfirmEscape_confirmed():
_quit_to_menu()