extends Spatial const TIME_MAX = 3000 # msec const GYROSCOPE_MAX_DIFF = 0.5 const OFFSET_CAMERA_MAX = 0.12 const OFFSET_STEP_CHANGE = 0.01 onready var gyroscope_value_old = Vector3(0, 0, 0) onready var table = Global.database.get_table_by_name("scenes") onready var meshes = {} onready var meshes2 = null var mscene = load("res://db/MScene.gd") func _ready(): _load_translations() _load_meshes() func _process(_delta): _check_quit_scene() _check_dissolve_mesh() _check_change_angle_camera() func _check_quit_scene(): # Event key "escape" and "godot event" ui_end if Input.is_action_just_pressed("ui_end"): _confirm_before_quit() func _check_dissolve_mesh(): # Event dissolve in object searched by gamer for key in meshes: if meshes[key].lock() == true and meshes[key].mesh() != null: if meshes[key].tick_reference() == 0: meshes[key].set_tick_reference(OS.get_ticks_msec()) if OS.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX: meshes[key].set_value(meshes[key].value() + 0.01) node_to_mesh(key).get_surface_material(0).set("shader_param/dissolve_amount", meshes[key].value()) else: node_to_mesh(key).call_deferred("free") meshes[key].set_mesh(null) func node_to_mesh(key): return get_node(meshes[key].mesh()) func _check_change_angle_camera(): var camera = $"Main Camera" var gyroscope = Input.get_gyroscope() 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 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 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 gyroscope_value_old = gyroscope func _action_pressed(action): return Input.is_action_pressed(action) 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 else: return false func _gyroscope_changed_left(gyroscope): return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \ gyroscope.y < gyroscope_value_old.y func _gyroscope_changed_right(gyroscope): return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \ gyroscope.y > gyroscope_value_old.y func _gyroscope_changed_down(gyroscope): 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 func _gyroscope_changed_up(gyroscope): 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 func _notification(what): # Notification for android back action if what == MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST: _confirm_before_quit() func _confirm_before_quit(): $Dialog/ConfirmEscape.popup() # Back to main scene func _quit_to_menu(): Global.goto_scene("res://scenes/main.tscn") func _initialize_mesh_ref(key, event): if meshes[key].lock() == false and (event is InputEventMouseButton or event is InputEventScreenTouch): meshes[key].set_lock(true) # Event when user click/touch dagger func _on_dagger_input_event(_camera, event, _click_position, _click_normal, _shape_idx): _initialize_mesh_ref("dagger", event) func _on_fiole1_input_event(_camera, event, _click_position, _click_normal, _shape_idx): _initialize_mesh_ref("fiole1", event) func _on_fiole2_input_event(_camera, event, _click_position, _click_normal, _shape_idx): _initialize_mesh_ref("fiole2", event) func _on_fiole3_input_event(_camera, event, _click_position, _click_normal, _shape_idx): _initialize_mesh_ref("fiole3", event) func _on_spyglass_input_event(_camera, event, _click_position, _click_normal, _shape_idx): _initialize_mesh_ref("spyglass", event) func _on_pinte_beer_input_event(_camera, event, _click_position, _click_normal, _shape_idx): _initialize_mesh_ref("beer", event) func _on_weapon_gun_input_event(_camera, event, _click_position, _click_normal, _shape_idx): _initialize_mesh_ref("weapon", event) func _on_apple_1_input_event(_camera, event, _click_position, _click_normal, _shape_idx): _initialize_mesh_ref("apple1", event) func _on_apple_2_input_event(_camera, event, _click_position, _click_normal, _shape_idx): _initialize_mesh_ref("apple2", event) func _on_apple_3_input_event(_camera, event, _click_position, _click_normal, _shape_idx): _initialize_mesh_ref("apple3", event) func _on_apple_4_input_event(_camera, event, _click_position, _click_normal, _shape_idx): _initialize_mesh_ref("apple4", event) func _on_gold_1_input_event(_camera, event, _click_position, _click_normal, _shape_idx): _initialize_mesh_ref("coin1", event) func _on_gold_2_input_event(_camera, event, _click_position, _click_normal, _shape_idx): _initialize_mesh_ref("coin2", event) func _on_gold_3_input_event(_camera, event, _click_position, _click_normal, _shape_idx): _initialize_mesh_ref("coin3", event) func _on_ConfirmEscape_confirmed(): _quit_to_menu() ## PRIVATE func _load_translations(): $Dialog/ConfirmEscape.set_title(tr("SCENE_WARCRAFT_DIALOG_QUIT_TITLE")) $Dialog/ConfirmEscape.set_text(tr("SCENE_WARCRAFT_DIALOG_QUIT_QUESTION")) func _load_meshes(): var scene_detail = null for row_index in range(0, table.m_rows_count): scene_detail = mscene.new(row_index) if scene_detail.key() != null: meshes[scene_detail.key()] = scene_detail for key in meshes: meshes[key].search_keys()