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 var gyroscope_value_old = Vector3(0, 0, 0) onready var meshes = { "dagger": { "mesh": $"Hidden Objects Items/dagger", "value": 0.0, "label": "Dagger", "lock": false, "tick_reference": null }, "fiole1": { "mesh": $"Hidden Objects Items/Fioles x3/sm_fiole1", "value": 0.0, "label": "Fiole", "lock": false, "tick_reference": null }, "fiole2": { "mesh": $"Hidden Objects Items/Fioles x3/sm_fiole2", "value": 0.0, "label": "Fiole", "lock": false, "tick_reference": null }, "fiole3": { "mesh": $"Hidden Objects Items/Fioles x3/sm_fiole_socle/sm_fiole3", "value": 0.0, "label": "Fiole", "lock": false, "tick_reference": null }, "spyglass": { "mesh": $"Hidden Objects Items/sm_spyglass", "value": 0.0, "label": "Spyglass", "lock": false, "tick_reference": null }, "coin1": { "mesh": $"Hidden Objects Items/golds/sm_stackgold_1", "value": 0.0, "label": "Coins", "lock": false, "tick_reference": null }, "coin2": { "mesh": $"Hidden Objects Items/golds/sm_stackgold_2", "value": 0.0, "label": "Coins", "lock": false, "tick_reference": null }, "coin3": { "mesh": $"Hidden Objects Items/golds/sm_stackgold_3", "value": 0.0, "label": "Coins", "lock": false, "tick_reference": null }, "weapon": { "mesh": $"Hidden Objects Items/sm_weapon_gun", "value": 0.0, "label": "Weapon Gun", "lock": false, "tick_reference": null }, "beer": { "mesh": $"Hidden Objects Items/sm_pinte_beer", "value": 0.0, "label": "Beer Pinte", "lock": false, "tick_reference": null }, "apple1": { "mesh": $"Hidden Objects Items/apples/sm_apple_1", "value": 0.0, "label": "Apple", "lock": false, "tick_reference": null }, "apple2": { "mesh": $"Hidden Objects Items/apples/sm_apple_2", "value": 0.0, "label": "Apple", "lock": false, "tick_reference": null }, "apple3": { "mesh": $"Hidden Objects Items/apples/sm_apple_3", "value": 0.0, "label": "Apple", "lock": false, "tick_reference": null }, "apple4": { "mesh": $"Hidden Objects Items/apples/sm_apple_4", "value": 0.0, "label": "Apple", "lock": false, "tick_reference": null } } func _ready(): $Dialog/ConfirmEscape.set_title(tr("SCENE_WARCRAFT_DIALOG_QUIT_TITLE")) $Dialog/ConfirmEscape.set_text(tr("SCENE_WARCRAFT_DIALOG_QUIT_QUESTION")) 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 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() if OS.get_ticks_msec() < meshes[mesh]["tick_reference"] + TIME_MAX: 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 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(meshInstance, event): if meshes[meshInstance]["lock"] == false and (event is InputEventMouseButton or event is InputEventScreenTouch): meshes[meshInstance]["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()