Files
ai-game-2/MainGame.gd
2026-03-04 11:07:13 -08:00

63 lines
2.4 KiB
GDScript3

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])