feat: change camera rotation to be always active when mouse is captured
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This commit is contained in:
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2907fabe85
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@ -19,7 +19,6 @@ const FIREBALL_SPAWN_UP_OFFSET := 1.2
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var mouse_sensitivity := 0.005
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var mouse_sensitivity := 0.005
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var rotation_x := 0.0
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var rotation_x := 0.0
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var rotation_y := 0.0
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var rotation_y := 0.0
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var cameraMoveMode := false
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var current_number_of_jumps := 0
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var current_number_of_jumps := 0
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var _pending_mouse_delta := Vector2.ZERO
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var _pending_mouse_delta := Vector2.ZERO
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var _last_move_forward := Vector3(0, 0, 1)
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var _last_move_forward := Vector3(0, 0, 1)
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@ -86,12 +85,13 @@ func _ready() -> void:
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_last_move_right = right.normalized()
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_last_move_right = right.normalized()
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_vehicle_collision_layer = collision_layer
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_vehicle_collision_layer = collision_layer
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_vehicle_collision_mask = collision_mask
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_vehicle_collision_mask = collision_mask
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _integrate_forces(state):
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func _integrate_forces(state):
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if _in_vehicle:
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if _in_vehicle:
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linear_velocity = Vector3.ZERO
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linear_velocity = Vector3.ZERO
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return
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return
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if cameraMoveMode and _pending_mouse_delta != Vector2.ZERO:
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if _pending_mouse_delta != Vector2.ZERO:
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rotation_x -= _pending_mouse_delta.y * mouse_sensitivity
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rotation_x -= _pending_mouse_delta.y * mouse_sensitivity
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rotation_y -= _pending_mouse_delta.x * mouse_sensitivity
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rotation_y -= _pending_mouse_delta.x * mouse_sensitivity
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rotation_x = clamp(rotation_x, deg_to_rad(-90), deg_to_rad(90))
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rotation_x = clamp(rotation_x, deg_to_rad(-90), deg_to_rad(90))
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@ -156,20 +156,16 @@ func _input(event):
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phone_visible = !phone_visible
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phone_visible = !phone_visible
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if phone:
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if phone:
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phone.visible = phone_visible
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phone.visible = phone_visible
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if phone_visible:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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else:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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return
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return
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if _in_vehicle:
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if _in_vehicle:
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return
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return
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_MIDDLE:
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if event.pressed:
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cameraMoveMode = true
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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else:
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cameraMoveMode = false
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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if event is InputEventMouseMotion and cameraMoveMode:
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if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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_pending_mouse_delta += event.relative
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_pending_mouse_delta += event.relative
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if event is InputEventMouseButton and event.pressed:
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if event is InputEventMouseButton and event.pressed:
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@ -17,8 +17,10 @@ func _toggle_menu():
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# Center the menu on the mouse or screen
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# Center the menu on the mouse or screen
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global_position = get_viewport().get_mouse_position()
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global_position = get_viewport().get_mouse_position()
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_animate_menu(true)
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_animate_menu(true)
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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else:
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else:
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_animate_menu(false)
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_animate_menu(false)
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _arrange_buttons():
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func _arrange_buttons():
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var buttons = get_children().filter(func(child): return child is Control)
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var buttons = get_children().filter(func(child): return child is Control)
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@ -10,6 +10,7 @@ const PLAYGROUND_SCENE := "res://scenes/Levels/level.tscn"
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func _ready():
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func _ready():
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_register_focus_sounds()
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_register_focus_sounds()
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_update_login_button()
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_update_login_button()
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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func _register_focus_sounds() -> void:
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func _register_focus_sounds() -> void:
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var button_container := $MarginContainer/CenterContainer/ContentVBox/VBoxContainer
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var button_container := $MarginContainer/CenterContainer/ContentVBox/VBoxContainer
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@ -19,7 +19,6 @@ const FIREBALL_SPAWN_UP_OFFSET := 1.2
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var mouse_sensitivity := 0.005
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var mouse_sensitivity := 0.005
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var rotation_x := 0.0
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var rotation_x := 0.0
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var rotation_y := 0.0
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var rotation_y := 0.0
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var cameraMoveMode := false
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var current_number_of_jumps := 0
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var current_number_of_jumps := 0
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var _pending_mouse_delta := Vector2.ZERO
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var _pending_mouse_delta := Vector2.ZERO
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var _last_move_forward := Vector3(0, 0, 1)
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var _last_move_forward := Vector3(0, 0, 1)
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@ -86,12 +85,13 @@ func _ready() -> void:
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_last_move_right = right.normalized()
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_last_move_right = right.normalized()
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_vehicle_collision_layer = collision_layer
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_vehicle_collision_layer = collision_layer
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_vehicle_collision_mask = collision_mask
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_vehicle_collision_mask = collision_mask
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _integrate_forces(state):
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func _integrate_forces(state):
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if _in_vehicle:
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if _in_vehicle:
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linear_velocity = Vector3.ZERO
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linear_velocity = Vector3.ZERO
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return
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return
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if cameraMoveMode and _pending_mouse_delta != Vector2.ZERO:
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if _pending_mouse_delta != Vector2.ZERO:
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rotation_x -= _pending_mouse_delta.y * mouse_sensitivity
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rotation_x -= _pending_mouse_delta.y * mouse_sensitivity
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rotation_y -= _pending_mouse_delta.x * mouse_sensitivity
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rotation_y -= _pending_mouse_delta.x * mouse_sensitivity
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rotation_x = clamp(rotation_x, deg_to_rad(-90), deg_to_rad(90)) # Prevent flipping
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rotation_x = clamp(rotation_x, deg_to_rad(-90), deg_to_rad(90)) # Prevent flipping
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@ -164,20 +164,16 @@ func _input(event):
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phone_visible = !phone_visible
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phone_visible = !phone_visible
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if phone:
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if phone:
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phone.visible = phone_visible
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phone.visible = phone_visible
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if phone_visible:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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else:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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return
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return
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if _in_vehicle:
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if _in_vehicle:
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return
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return
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_MIDDLE:
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if event.pressed:
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cameraMoveMode = true
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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else:
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cameraMoveMode = false
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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if event is InputEventMouseMotion and cameraMoveMode:
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if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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_pending_mouse_delta += event.relative
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_pending_mouse_delta += event.relative
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if event is InputEventMouseButton and event.pressed:
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if event is InputEventMouseButton and event.pressed:
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