extends Node2D # Declare member variables here. Examples: # var a = 2 # var b = "text" var cursors = [load("res://boot_icon.png"), load("res://eye_icon.png"), load("res://hand_icon.png"), load("res://speech_icon.png")] var cursor_index = 0 func get_scene() -> Scene: return $SceneViewport/background # Called when the node enters the scene tree for the first time. func _ready(): # get_scene().connect("transitioned", Callable($SceneViewport/label, "_on_transitioned")) get_scene().connect("transitioned", Callable(self, "_on_transitioned")) reset_camera(get_scene()) pass # Replace with function body. func _on_transitioned(scene): reset_camera(scene) $SceneViewport/label._on_transitioned(scene) camera.position = Vector2(0,0 ) #scene.connect("transitioned", $SceneViwport/label, "_on_transitioned") scene.connect("transitioned", Callable(self, "_on_transitioned")) @onready var camera:Camera2D = $SceneViewport/PlayerTracker/Camera2D func reset_camera(scene): #$Node2D.scale = Vector2(scene.background_scale, scene.background_scale) #var far_point = self.to_global(Vector2(scene.find_child("bg").texture.get_width(), scene.find_child("bg").texture.get_height() ) ) var x:Sprite2D = scene.find_child("bg"); var height = x.texture.get_height() var far_point = self.to_global(Vector2(x.texture.get_width(), x.texture.get_height() ) * x.get_global_transform()) camera.make_current() camera.limit_right = far_point.x camera.limit_bottom=far_point.y get_scene().get_node("Graham/RemoteTransform2D").remote_path=$SceneViewport/PlayerTracker.get_path() camera.reset_smoothing() camera.limit_right = far_point.x camera.limit_bottom = far_point.y #$Node2D/background/Graham/Camera2D.reset_smoothing() #$Node2D/background/Graham/Camera2D.reset_smoothing() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): var player = get_scene().get_node("Graham") $SceneViewport/PlayerTracker/Camera2D.set_target(player.facing) var s = get_scene().ego_scale(player) player.scale = Vector2(s, s) func _unhandled_input(event: InputEvent) -> void: $SceneViewport.push_input(event) func _input(event): if event.is_action_released("quit"): get_tree().quit() if event.is_action_released("right_click"): ActionState.current_action = (ActionState.current_action + 1) % 4 Input.set_custom_mouse_cursor(cursors[ActionState.current_action])