1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
|
extends RigidBody
var camrot_h = 0
var camrot_v = 0
var camrot_v_locked_val = 0
var cam_v_min = -90
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 mouse_origin = Vector2(0,0)
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():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
$CamRoot/Horizontal/Vertical/Camera.add_exception(self)
$CamRoot.set_as_toplevel(true)
func _input(event):
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
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)
$CamRoot/Horizontal.rotation_degrees.y = camrot_h
$CamRoot/Horizontal/Vertical.rotation_degrees.x = camrot_v
$CamRoot.translation.x = translation.x
$CamRoot.translation.y = translation.y
$CamRoot.translation.z = translation.z
if last_frame_position != Vector3(translation.x, translation.y, translation.x):
dice_is_moving = true
else:
dice_is_moving = false
last_frame_position = Vector3(translation.x, translation.y, translation.x)
|