Fix mobile restart and swipe aiming while firing
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+1
-1
@@ -146,7 +146,7 @@ func _process(_dt: float) -> void:
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if player.touch_mode:
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hud.text += "\ntrascina a sinistra: muovi · a destra: guarda"
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if player.hp <= 0:
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hud.text += "\nSEI MORTO — premi R per ricominciare"
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hud.text += "\nSEI MORTO — tocca RICOMINCIA" if player.touch_mode else "\nSEI MORTO — premi R per ricominciare"
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func zombies_for_wave(number: int) -> int:
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return 4 + number * 2
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+28
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@@ -68,6 +68,16 @@ func _ready() -> void:
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if DisplayServer.get_name() != "headless" and not OS.has_feature("web"):
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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var restart_button: Button
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func _input(event: InputEvent) -> void:
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# Touch nativo: funziona anche con emulate_mouse_from_touch disattivato.
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if event is InputEventScreenTouch and event.pressed and is_instance_valid(restart_button):
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if not restart_button.disabled and restart_button.get_global_rect().has_point(event.position):
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restart_button.disabled = true
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get_viewport().set_input_as_handled()
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get_tree().call_deferred("reload_current_scene")
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func _unhandled_input(event: InputEvent) -> void:
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if OS.has_feature("web") and not touch_mode and event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT and not death_started:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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@@ -211,10 +221,27 @@ func _die() -> void:
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tween.tween_property(camera, "rotation:x", 0.08, 0.9)
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tween.tween_property(death_overlay, "color:a", 1.0, 1.8).set_delay(0.7)
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var message := Label.new()
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message.text = "SEI MORTO\nPremi R per ricominciare"
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message.text = "SEI MORTO" if touch_mode else "SEI MORTO\nPremi R per ricominciare"
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message.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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message.add_theme_font_size_override("font_size", 36)
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message.modulate.a = 0
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layer.add_child(message)
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message.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
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tween.tween_property(message, "modulate:a", 1.0, 0.5).set_delay(2.2)
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if touch_mode:
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var restart := Button.new()
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restart_button = restart
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restart.name = "RestartButton"
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restart.text = "RICOMINCIA"
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restart.add_theme_font_size_override("font_size", 28)
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layer.add_child(restart)
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restart.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
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restart.offset_left = -150
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restart.offset_right = 150
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restart.offset_top = 90
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restart.offset_bottom = 162
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restart.disabled = true
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get_tree().create_timer(0.6).timeout.connect(func(): restart.disabled = false)
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restart.pressed.connect(func():
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restart.disabled = true
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get_tree().reload_current_scene())
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@@ -15,7 +15,8 @@ const JOY_RADIUS := 92.0
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const KNOB_RADIUS := 40.0
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const BTN_RADIUS := 46.0
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const BTN_FIRE_RADIUS := 62.0
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const LOOK_SENSITIVITY := 1.7 # moltiplicatore del trascinamento nell'area di puntamento
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const LOOK_TURN_RADIANS := PI # swipe largo quanto lo schermo = 180 gradi
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const LOOK_VERTICAL_RATIO := 0.75
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const EDGE := 24.0
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const COLOR_BASE := Color(1, 1, 1, 0.09)
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@@ -137,7 +138,7 @@ func _input(event: InputEvent) -> void:
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elif event is InputEventScreenDrag:
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index = event.index
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pos = event.position
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relative = event.relative
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relative = event.screen_relative
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is_drag = true
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elif mouse_fallback and event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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index = MOUSE_INDEX
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@@ -218,9 +219,31 @@ func _drag(index: int, pos: Vector2, relative: Vector2) -> void:
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_joy_knob = (pos - _joy_origin).limit_length(JOY_RADIUS)
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_apply_move()
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_root.queue_redraw()
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Role.LOOK:
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Role.LOOK, Role.FIRE:
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if player and player.has_method("apply_look"):
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player.apply_look(relative * LOOK_SENSITIVITY)
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player.apply_look(_look_delta(relative, _screen_width()))
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## Stessa frazione di swipe = stessa rotazione, senza stretch o delta temporale.
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static func _look_delta(relative: Vector2, screen_width: float) -> Vector2:
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return relative * Vector2(1.0, LOOK_VERTICAL_RATIO) * LOOK_TURN_RADIANS / maxf(screen_width, 1.0) / 0.0025
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func _screen_width() -> float:
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return _size.x if DisplayServer.get_name() == "headless" else float(DisplayServer.window_get_size().x)
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func release_all() -> void:
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for index in _touches.keys():
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_release(index)
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for action in MOVE_ACTIONS + ["shoot", "grenade", "reload", "jump"]:
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Input.action_release(action)
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func _process(_dt: float) -> void:
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if player and player.hp <= 0 and enabled:
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release_all()
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enabled = false
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_root.hide()
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func _exit_tree() -> void:
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release_all()
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## Traduce il vettore del joystick nelle azioni di movimento (analogiche).
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func _apply_move() -> void:
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