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-rw-r--r--godot/scenes/Die.gd53
1 files changed, 26 insertions, 27 deletions
diff --git a/godot/scenes/Die.gd b/godot/scenes/Die.gd
index 5e238f1..1cbb9a0 100644
--- a/godot/scenes/Die.gd
+++ b/godot/scenes/Die.gd
@@ -1,4 +1,4 @@
-extends Spatial
+extends RigidBody
var camrot_h = 0
var camrot_v = 0
@@ -8,9 +8,12 @@ var cam_v_max = 90
var sensitivity = 0.5
var dice_is_moving = false
var last_frame_position = Vector3(1.0,1.0,1.0)
-var dragging = false
var mouse_origin = Vector2(0,0)
-var dice_launch_force = 0
+var die_launch_force_magnitude = 0
+var die_launch_force_direction = Vector3(0,0,0)
+var die_launch_force = Vector3(0,0,0)
+var die_launch_force_multiplier = 0.05
+var left_pressed = false
# Called when the node enters the scene tree for the first time.
func _ready():
@@ -20,30 +23,30 @@ func _ready():
func _input(event):
- if event is InputEventMouseMotion:
- camrot_h += -event.relative.x * sensitivity
- camrot_v += -event.relative.y * sensitivity
-
- if dice_is_moving == false:
- if event is InputEventMouseMotion and dragging:
- # While dragging, move the sprite with the mouse.
- dice_launch_force = mouse_origin.distance_to(event.global_position)
- camrot_v = camrot_v_locked_val
- elif event is InputEventMouseButton and event.button_index == BUTTON_LEFT:
+
+ if event is InputEventMouseButton and dice_is_moving == false:
+ if event.is_pressed() and left_pressed == false:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
mouse_origin = event.global_position
camrot_v_locked_val = camrot_v
- if not dragging and event.pressed:
- dragging = true
- # Stop dragging if the button is released.
- elif dragging and not event.pressed:
- dragging = false
- Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
-
-
-
+ left_pressed = true
+ else:
+ left_pressed = false
+ die_launch_force_magnitude = -(mouse_origin.y - event.global_position.y)
+ die_launch_force_direction = $CamRoot/Horizontal/Vertical/Camera.get_global_transform().basis
+ die_launch_force_direction = -die_launch_force_direction.z
+ die_launch_force = die_launch_force_direction * die_launch_force_magnitude * die_launch_force_multiplier
+ self.apply_central_impulse(die_launch_force)
+ Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
+
+ if event is InputEventMouseMotion:
+ camrot_h += -event.relative.x * sensitivity
+ if left_pressed:
+ camrot_v = camrot_v_locked_val
+ else:
+ camrot_v += -event.relative.y * sensitivity
-
+
func _physics_process(delta):
camrot_v = clamp(camrot_v, cam_v_min, cam_v_max)
@@ -60,7 +63,3 @@ func _physics_process(delta):
last_frame_position = Vector3(translation.x, translation.y, translation.x)
-
-# Called every frame. 'delta' is the elapsed time since the previous frame.
-#func _process(delta):
-# pass