Removing stray images, small cleanups.
This commit is contained in:
25
MainGame.gd
25
MainGame.gd
@@ -18,10 +18,11 @@ func _ready():
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func _on_transitioned(scene):
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print ("this transitioned")
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reset_camera(scene)
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$label._on_transitioned(scene)
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$Node2D/label._on_transitioned(scene)
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#scene.connect("transitioned", $label, "_on_transitioned")
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scene.connect("transitioned", Callable(self, "_on_transitioned"))
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@onready var camera:Camera2D = $Node2D/Camera2D
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func reset_camera(scene):
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#$Node2D.scale = Vector2(scene.background_scale, scene.background_scale)
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@@ -29,15 +30,16 @@ func reset_camera(scene):
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var x:Sprite2D = scene.find_child("bg");
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var height = x.texture.get_height()
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var far_point = self.to_global(Vector2(x.texture.get_width(), x.texture.get_height() ) * x.get_global_transform())
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print(far_point)
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print("FAR POINT IS ", far_point)
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var bg = $Node2D/background
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$Camera2D.make_current()
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$Camera2D.limit_right = far_point.x
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$Camera2D.limit_bottom=far_point.y
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$Node2D/background/Graham/RemoteTransform2D.remote_path=$Camera2D.get_path()
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$Camera2D.reset_smoothing()
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#$Node2D/background/Graham/Camera2D.limit_right = far_point.x
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#$Node2D/background/Graham/Camera2D.limit_bottom =far_point.y
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camera.make_current()
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camera.limit_right = far_point.x
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camera.limit_bottom=far_point.y
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$Node2D/background/Graham/RemoteTransform2D.remote_path=camera.get_path()
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camera.reset_smoothing()
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camera.limit_right = far_point.x
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camera.limit_bottom =far_point.y
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#$Node2D/background/Graham/Camera2D.reset_smoothing()
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#$Node2D/background/Graham/Camera2D.reset_smoothing()
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@@ -45,3 +47,6 @@ func reset_camera(scene):
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func _process(delta):
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var s = $Node2D/background.ego_scale($Node2D/background/Graham)
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$Node2D/background/Graham.scale = Vector2(s, s)
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func _unhandled_input(event: InputEvent) -> void:
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$Node2D.push_input(event)
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