- scripts/touch_controls.gd: full-screen layer routing multi-touch by touch index: floating joystick on the left half (analog move_* actions), look area on the right half, FIRE/GRENADE/RELOAD/JUMP buttons. Shown automatically on web_android/web_ios or a touchscreen; overridable with --touch/--no-touch and ?touch=1/?touch=0. The root Control uses MOUSE_FILTER_IGNORE on purpose: a STOP control swallows the first click and the Web start gate never fires. - scripts/player.gd: touch_mode disables mouse look and pointer lock; view rotation moved to apply_look() shared by mouse and touch; reload and grenade are polled now (is_action_just_pressed) like shoot/jump, because an InputEventAction synthesised inside another event's dispatch does not reach _unhandled_input; start_reload() extracted; get_vector uses an explicit 0.2 dead zone so the joystick keeps its full travel. - scripts/main.gd: creates the layer when needed, accepts a screen touch as the start gesture (which also unlocks browser audio) and enables the layer only afterwards. - tools/test_touch_controls.gd: 11 assertions (joystick movement, look rotation, simultaneous multi-touch, fire hold/release, reload, grenade, jump, detection) runnable headless and on a real display. - docs/TOUCH-CONTROLS.md: detection rules, input model, verification.
296 lines
10 KiB
GDScript
296 lines
10 KiB
GDScript
extends CanvasLayer
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## Controlli on-screen per browser mobile e dispositivi touchscreen.
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##
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## Un solo Control a schermo intero smista il multi-touch per indice di tocco:
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## - meta' sinistra -> joystick di movimento flottante (alimenta le azioni move_*)
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## - meta' destra -> area di puntamento (trascina per ruotare la visuale)
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## - cerchi in basso a destra -> fuoco (tenere premuto), granata, ricarica, salto
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##
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## Non dipende dall'emulazione mouse<->touch: l'emulazione copre un solo
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## puntatore e romperebbe il multi-touch (es. fuoco + movimento insieme).
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## Vedi docs/TOUCH-CONTROLS.md.
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const DEAD_ZONE := 10.0 # px: sotto questa soglia il vettore e' nullo
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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 EDGE := 24.0
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const COLOR_BASE := Color(1, 1, 1, 0.09)
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const COLOR_RING := Color(1, 1, 1, 0.34)
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const COLOR_KNOB := Color(0.82, 0.88, 1.0, 0.42)
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const COLOR_BTN := Color(1, 1, 1, 0.13)
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const COLOR_ACTIVE := Color(1, 0.55, 0.15, 0.55)
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const COLOR_TEXT := Color(1, 1, 1, 0.88)
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## Giocatore controllato: riceve i delta di visuale. Impostato da main.gd.
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var player: Node
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## Modalita' mouse: trattare i drag del mouse come tocchi (solo test su desktop).
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var mouse_fallback := false
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## Finche' e' false i tocchi non vengono consumati: serve al gate di avvio Web,
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## dove il primo tocco deve arrivare a main.gd per sbloccare audio e partita.
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var enabled := true
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enum Role { JOY, LOOK, FIRE, GRENADE, RELOAD, JUMP }
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const MOUSE_INDEX := -1
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const MOVE_ACTIONS := ["move_left", "move_right", "move_forward", "move_back"]
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var move_vector := Vector2.ZERO
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var _touches := {} # index -> Role
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var _active := {} # Role -> bool (per il disegno)
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var _joy_origin := Vector2.ZERO
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var _joy_knob := Vector2.ZERO
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var _buttons := {} # Role -> {center: Vector2, radius: float, label: String}
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var _size := Vector2(1280, 720)
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func _ready() -> void:
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layer = 3
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# I tocchi non devono essere tradotti in eventi mouse: la posizione di fuoco
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# e' gestita solo dall'area di puntamento, altrimenti la visuale si muove due volte.
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Input.set_emulate_mouse_from_touch(false)
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var root := Control.new()
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root.name = "TouchRoot"
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root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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# IGNORE, non STOP: un Control a schermo intero che cattura i click
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# impedirebbe al gate di avvio Web (in _unhandled_input) di vedere il primo
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# tocco. Node._input riceve comunque tutti gli eventi e il consumo avviene
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# esplicitamente con set_input_as_handled() sugli eventi gestiti.
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root.mouse_filter = Control.MOUSE_FILTER_IGNORE
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# I metodi draw_* valgono solo durante il disegno: il segnale draw e' il punto giusto.
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root.draw.connect(_on_draw)
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add_child(root)
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_root = root
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var vp := get_viewport().get_visible_rect().size
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_size = root.size if root.size.x > 1.0 else vp
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root.resized.connect(_on_resized)
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_layout()
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root.queue_redraw()
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var _root: Control
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func _on_resized() -> void:
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_size = _root.size if _root.size.x > 1.0 else get_viewport().get_visible_rect().size
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_layout()
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_root.queue_redraw()
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func _on_draw() -> void:
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var font: Font = _root.get_theme_default_font()
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var fs := 15
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# joystick
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var base := _joy_base()
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_root.draw_circle(base, JOY_RADIUS, COLOR_BASE)
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_root.draw_arc(base, JOY_RADIUS, 0, TAU, 64, COLOR_RING, 2.0)
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_root.draw_circle(base + _joy_knob, KNOB_RADIUS, COLOR_KNOB)
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_root.draw_arc(base + _joy_knob, KNOB_RADIUS, 0, TAU, 48, COLOR_RING, 1.5)
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_draw_label(font, fs, "MUOVI", base + Vector2(-JOY_RADIUS + 6, JOY_RADIUS + 22), COLOR_TEXT)
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# pulsanti
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for role in _buttons:
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var b: Dictionary = _buttons[role]
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var c: Vector2 = b.center
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var r: float = b.radius
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_root.draw_circle(c, r, COLOR_ACTIVE if _active.get(role, false) else COLOR_BTN)
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_root.draw_arc(c, r, 0, TAU, 48, COLOR_RING, 2.0)
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var text: String = b.label
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var w := font.get_string_size(text, HORIZONTAL_ALIGNMENT_LEFT, -1, fs).x
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_draw_label(font, fs, text, c - Vector2(w * 0.5, -fs * 0.35), COLOR_TEXT)
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func _draw_label(font: Font, fs: int, text: String, pos: Vector2, color: Color) -> void:
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_root.draw_string(font, pos, text, HORIZONTAL_ALIGNMENT_LEFT, -1, fs, color)
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## Riposiziona pulsanti e base del joystick in base alla dimensione della finestra.
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func _layout() -> void:
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var w := _size.x
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var h := _size.y
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var fire := Vector2(w - EDGE - BTN_FIRE_RADIUS, h - EDGE - BTN_FIRE_RADIUS)
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var gap := BTN_FIRE_RADIUS + BTN_RADIUS - 6.0
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_buttons = {
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Role.FIRE: {"center": fire, "radius": BTN_FIRE_RADIUS, "label": "FUOCO"},
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Role.GRENADE: {"center": fire + Vector2(0, -gap), "radius": BTN_RADIUS, "label": "GRANATA"},
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Role.RELOAD: {"center": fire + Vector2(-gap, 0), "radius": BTN_RADIUS, "label": "Ricarica"},
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Role.JUMP: {"center": fire + Vector2(-gap, -gap), "radius": BTN_RADIUS, "label": "Salto"},
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}
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func _joy_base() -> Vector2:
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if _touches.values().has(Role.JOY):
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return _joy_origin
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return Vector2(EDGE + JOY_RADIUS, _size.y - EDGE - JOY_RADIUS)
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# ---------------------------------------------------------------- input
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func _input(event: InputEvent) -> void:
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if not enabled:
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return
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var index := -2
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var pressed := false
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var pos := Vector2.ZERO
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var relative := Vector2.ZERO
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var is_press := false
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var is_release := false
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var is_drag := false
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if event is InputEventScreenTouch:
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index = event.index
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pos = event.position
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is_press = event.pressed
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is_release = not event.pressed
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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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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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pos = event.position
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is_press = event.pressed
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is_release = not event.pressed
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elif mouse_fallback and event is InputEventMouseMotion and _touches.has(MOUSE_INDEX):
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index = MOUSE_INDEX
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pos = event.position
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relative = event.relative
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is_drag = true
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else:
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return
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if is_press:
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_press(index, pos)
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get_viewport().set_input_as_handled()
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elif is_release:
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_release(index)
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get_viewport().set_input_as_handled()
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elif is_drag:
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_drag(index, pos, relative)
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get_viewport().set_input_as_handled()
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func _press(index: int, pos: Vector2) -> void:
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if _touches.has(index):
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return
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var role := _hit_test(pos)
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if role != Role.JOY and _touches.values().has(role):
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return # un solo dito per ruolo
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if role == Role.JOY and not _in_left_half(pos):
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return
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_touches[index] = role
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_active[role] = true
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match role:
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Role.JOY:
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_joy_origin = pos
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_joy_knob = Vector2.ZERO
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_apply_move()
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Role.LOOK:
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pass
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Role.FIRE:
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Input.action_press("shoot")
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Role.GRENADE:
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_send_action("grenade")
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Role.RELOAD:
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_send_action("reload")
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Role.JUMP:
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_send_action("jump")
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_root.queue_redraw()
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func _release(index: int) -> void:
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if not _touches.has(index):
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return
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var role: Role = _touches[index]
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_touches.erase(index)
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_active.erase(role)
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match role:
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Role.JOY:
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_joy_knob = Vector2.ZERO
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move_vector = Vector2.ZERO
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for action in MOVE_ACTIONS:
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Input.action_release(action)
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Role.FIRE:
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Input.action_release("shoot")
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_root.queue_redraw()
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func _drag(index: int, pos: Vector2, relative: Vector2) -> void:
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if not _touches.has(index):
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# un drag iniziato fuori dai Control (raro su Web) viene adottato come visuale
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if not _in_left_half(pos):
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_touches[index] = Role.LOOK
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_active[Role.LOOK] = true
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else:
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return
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var role: Role = _touches[index]
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match role:
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Role.JOY:
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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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if player and player.has_method("apply_look"):
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player.apply_look(relative * LOOK_SENSITIVITY)
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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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var v := _joy_knob / JOY_RADIUS
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if v.length() * JOY_RADIUS < DEAD_ZONE:
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v = Vector2.ZERO
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move_vector = v.limit_length(1.0)
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_set_action("move_left", -move_vector.x)
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_set_action("move_right", move_vector.x)
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_set_action("move_forward", -move_vector.y)
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_set_action("move_back", move_vector.y)
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func _set_action(action: String, strength: float) -> void:
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if strength > 0.01:
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Input.action_press(action, minf(1.0, strength))
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else:
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Input.action_release(action)
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## Azioni a pressione singola (granata, ricarica, salto). Il giocatore le legge
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## a polling: premere lo stato dell'azione e rilasciarlo qualche frame dopo
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## evita sia l'evento sintetico perso sia il vedere premuto e rilasciato
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## nello stesso frame (is_action_just_pressed).
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func _send_action(action: String) -> void:
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Input.action_press(action)
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get_tree().create_timer(0.08).timeout.connect(func():
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Input.action_release(action))
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func _in_left_half(pos: Vector2) -> bool:
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return pos.x < _size.x * 0.5
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## Ordine di priorita': pulsanti, poi meta' sinistra (movimento), poi visuale.
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func _hit_test(pos: Vector2) -> Role:
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var best := Role.LOOK
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var best_dist := INF
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for role in _buttons:
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var b: Dictionary = _buttons[role]
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var d: float = pos.distance_to(b.center)
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if d <= b.radius + 6.0 and d < best_dist:
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best = role
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best_dist = d
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if best != Role.LOOK:
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return best
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if _in_left_half(pos):
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return Role.JOY
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return Role.LOOK
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# ------------------------------------------------- rilevamento del contesto
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## True se il gioco gira su un dispositivo che merita i controlli on-screen.
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## Documentazione: in un export Web OS.has_feature("mobile") e' false, valgono
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## i tag web_android / web_ios.
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static func should_auto_enable() -> bool:
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if OS.has_feature("web_android") or OS.has_feature("web_ios"):
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return true
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if DisplayServer.is_touchscreen_available():
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return true
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return false
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## Forzatura per test: 1 = attivo, -1 = disattivo, 0 = automatico.
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## Riga di comando: --touch / --no-touch. Sul Web anche ?touch=1 / ?touch=0.
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static func force_mode() -> int:
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var args := OS.get_cmdline_user_args()
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if "--touch" in args:
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return 1
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if "--no-touch" in args:
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return -1
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if OS.has_feature("web"):
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var query := str(JavaScriptBridge.eval("window.location.search", true))
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if query.contains("touch=1"):
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return 1
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if query.contains("touch=0"):
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return -1
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return 0
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