Add test about gyroscope movement camera
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@@ -1,6 +1,10 @@
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extends Spatial
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const time_max = 3000 # msec
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const gyroscope_max_diff = 0.1
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# var gyroscope_value_old = Vector2(0, 0)
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var gyroscope_value_old = Vector3(0, 0, 0)
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onready var meshes = {
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"dagger": {
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@@ -17,10 +21,16 @@ func _ready():
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$Dialog/ConfirmEscape.set_text(tr("SCENE_WARCRAFT_DIALOG_QUIT_QUESTION"))
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func _process(_delta):
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_check_quit_scene()
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_check_dissolve_mesh()
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_check_change_angle_camera()
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func _check_quit_scene():
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# Event key "escape" and "godot event" ui_end
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if Input.is_action_just_pressed("ui_end"):
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_confirm_before_quit()
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func _check_dissolve_mesh():
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# Event dissolve in object searched by gamer
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for mesh in meshes:
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if meshes[mesh]["lock"] == true and meshes[mesh]["mesh"] != null:
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@@ -34,6 +44,67 @@ func _process(_delta):
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meshes[mesh]["mesh"].call_deferred("free")
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meshes[mesh]["mesh"] = null
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func _check_change_angle_camera():
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var camera = $"Main Camera"
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var gyroscope = Input.get_gyroscope()
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if camera.h_offset >= -0.2:
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if _action_pressed("ui_left") or _gyroscope_changed_left(gyroscope):
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# print("[warcraft#_ready] move camera angle to left")
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$"Main Camera".h_offset -= 0.01
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if camera.h_offset <= 0.2:
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if _action_pressed("ui_right") or _gyroscope_changed_right(gyroscope):
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# print("[warcraft#_ready] move camera angle to right")
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$"Main Camera".h_offset += 0.01
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if camera.v_offset >= -0.2:
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if _action_pressed("ui_down") or _gyroscope_changed_down(gyroscope):
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# print("[warcraft#_ready] move camera angle to right")
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$"Main Camera".v_offset -= 0.01
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if camera.v_offset <= 0.2:
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if _action_pressed("ui_up") or _gyroscope_changed_up(gyroscope):
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# print("[warcraft#_ready] move camera angle to right")
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$"Main Camera".v_offset += 0.01
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gyroscope_value_old = gyroscope
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func _action_pressed(action):
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return Input.is_action_just_pressed(action)
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func _gyroscope_changed_left(gyroscope):
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if (gyroscope.y - gyroscope_value_old.y) > gyroscope_max_diff:
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# print("[warcraft#_ready] (left)")
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print("[warcraft#_ready] (left) y "+String(gyroscope.y)+" - y.old "+String(gyroscope_value_old.y)+" = "+String(gyroscope.y - gyroscope_value_old.y))
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return true
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else:
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return false
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func _gyroscope_changed_right(gyroscope):
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if (gyroscope.y - gyroscope_value_old.y) > gyroscope_max_diff and gyroscope.y > 0:
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print("[warcraft#_ready] (right)")
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# print("[warcraft#_ready] (right) y "+String(gyroscope.y)+" - x.old "+String(gyroscope_value_old.y)+" = "+String(gyroscope.y - gyroscope_value_old.y))
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return true
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else:
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return false
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func _gyroscope_changed_down(gyroscope):
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if (gyroscope.z - gyroscope_value_old.z) > gyroscope_max_diff:
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print("[warcraft#_ready] (down)")
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# print("[warcraft#_ready] (down) x "+String(gyroscope.x)+" - x.old "+String(gyroscope_value_old.x)+" = "+String(gyroscope.x - gyroscope_value_old.x))
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return true
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else:
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return false
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func _gyroscope_changed_up(gyroscope):
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if (gyroscope.z - gyroscope_value_old.z) > gyroscope_max_diff and gyroscope.z > 0:
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print("[warcraft#_ready] (up)")
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# print("[warcraft#_ready] (up) x "+String(gyroscope.x)+" - x.old "+String(gyroscope_value_old.x)+" = "+String(gyroscope.x - gyroscope_value_old.x))
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return true
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else:
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return false
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func _notification(what):
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# Notification for android back action
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if what == MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST:
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@@ -3,7 +3,10 @@ extends Node
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export (PackedScene) var about = load("res://scenes/UI/About.tscn")
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export (PackedScene) var scenes = load("res://scenes/UI/ChooseScene.tscn")
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const max_diff = 0.08
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var current_scene = null
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var value_old = Vector2(0, 0)
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func _ready():
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print(tr("MESSAGE_READY"))
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@@ -12,6 +15,14 @@ func _ready():
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$Grid/Menu/Action/About.text = tr("MAIN_BUTTON_ABOUT")
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$Grid/Menu/Action/Quit.text = tr("MAIN_BUTTON_QUIT")
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func _process(delta):
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var gyroscope = Input.get_gyroscope().abs()
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var value = Vector2(gyroscope[0], gyroscope[1])
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if value[0] > value_old[0] + max_diff and value[1] > value_old[1] + max_diff:
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print("[main#_process] " + String(value))
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value_old = value
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# Quit the game
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func _on_Quit_pressed():
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get_tree().quit(0)
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