update camera view front on touch pressed

This commit is contained in:
AleaJactaEst 2022-03-29 23:34:41 +02:00
parent 20c7130b01
commit dfc52c1857
9 changed files with 99 additions and 22 deletions

View file

@ -170,6 +170,9 @@ msgstr "View front"
msgid "INPUT_VIEW_BACK"
msgstr "View back"
msgid "INPUT_VIEW_BACK_ONLY_PRESSED"
msgstr "View back (on pressed)"
msgid "INPUT_VIEW_CAMERA_FPS_TPS"
msgstr "First person / Third person"

View file

@ -170,6 +170,9 @@ msgstr "Recentrer la caméra derrière le personnage"
msgid "INPUT_VIEW_BACK"
msgstr "Regarder derrière soi"
msgid "INPUT_VIEW_BACK_ONLY_PRESSED"
msgstr "Regarder derrière soi (touche enfoncée)"
msgid "INPUT_VIEW_CAMERA_FPS_TPS"
msgstr "1ère/3ème personne"

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@ -161,6 +161,9 @@ msgstr ""
msgid "INPUT_VIEW_BACK"
msgstr ""
msgid "INPUT_VIEW_BACK_ONLY_PRESSED"
msgstr ""
msgid "INPUT_VIEW_CAMERA_FPS_TPS"
msgstr ""

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@ -30,7 +30,7 @@ const ZOOM_MAX_Z = 3.0
const ZOOM_DEFAULT = 1.0
const CAMERA_TPS_ROTATE_STEP_X = 0.5
const CAMERA_TPS_ROTATE_STEP_Y = 0.5
const CAMERA_TPS_ROTATE_STEP_Y = 1.0
const CAMERA_FPS_ROTATE_STEP_X = 10.0
const CAMERA_FPS_ROTATE_STEP_Y = 10.0
@ -168,6 +168,63 @@ var offset_camera_fly:float = 0.0
var offset_camera_swim:float = 0.0
var save_enabled:bool = false
var save_tps:bool = true
var save_camera_rotate_x:float
var save_camera_rotate_y:float
var save_camera_position_y:float
var save_zoom:float
func save_position_camera():
#Common.msg_debug("Save pos camera")
save_tps = tps
save_camera_rotate_x = camera_rotate_x
save_camera_rotate_y = camera_rotate_y
save_zoom = zoom
save_camera_position_y = camera_position_y
save_enabled = true
func restore_position_camera():
if ! save_enabled:
return
if save_tps:
restore_camera_tps()
else:
switch_camera_fps()
save_enabled = false
func restore_camera_tps():
#Common.msg_debug("restore_camera_tps")
tps = true
reconciliate_rotate_camera_player = false
# Recover rotate Y
$camera_root/horizontal_root.rotate_y( save_camera_rotate_y - camera_rotate_y )
camera_rotate_y = save_camera_rotate_y
# Recover rotate X
$camera_root/horizontal_root/vertical_root.rotate_x( save_camera_rotate_x - camera_rotate_x )
camera_rotate_x = save_camera_rotate_x
# Recover zoom
var zoomorign = save_zoom
var curzoom = save_zoom - ZOOM_MIN_Z
var fac = curzoom / ZOOM_STEP_Z
var zoom3D:Vector3 = Vector3(0.0, -fac * ZOOM_STEP_Y, -curzoom)
zoom = ZOOM_MIN_Z
$camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D)
# Position Camera on Y
var pos:Vector3 = $camera_root.get_position()
pos.y -= camera_position_y - save_camera_position_y
$camera_root.set_position( pos )
camera_position_y = save_camera_position_y
# Move slowly the camera to detect collision (and stop camera)
$camera_root/horizontal_root/vertical_root/Camera3D_TPS.make_current()
var last_zoom = 0.0
while zoom < zoomorign and zoom != last_zoom:
last_zoom = zoom
camera_zoom_out()
func switch_state(new_state):
if state_player == new_state:
return
@ -344,6 +401,11 @@ func get_distance_vector(obj1: Vector3, obj2: Vector3) -> float:
func _input(event):
if Input.is_action_just_pressed("INPUT_VIEW_BACK_ONLY_PRESSED", true):
save_position_camera()
switch_camera_tps_back()
elif Input.is_action_just_released("INPUT_VIEW_BACK_ONLY_PRESSED", true):
restore_position_camera()
if tps:
if Input.is_action_pressed("INPUT_VIEW_FRONT", true) and tps:
# Move camera position on front
@ -432,7 +494,7 @@ func switch_camera_fps():
func switch_camera_tps():
#Common.msg_debug("switch_camera_tps")
Common.msg_debug("switch_camera_tps")
tps = true
reconciliate_rotate_camera_player = true
# Recover rotate Y
@ -462,6 +524,7 @@ func switch_camera_tps():
func switch_camera_tps_front():
#Common.msg_debug("switch_camera_tps_front")
# Recover rotate Y
$camera_root/horizontal_root.rotate_y( player_rotate_y - camera_rotate_y )
camera_rotate_y = player_rotate_y
@ -487,6 +550,7 @@ func switch_camera_tps_front():
func switch_camera_tps_back():
#Common.msg_debug("switch_camera_tps_back")
$camera_root/horizontal_root.rotate_y( player_rotate_y - camera_rotate_y + PI )
camera_rotate_y = player_rotate_y + PI
if camera_rotate_y > PI:
@ -1035,7 +1099,7 @@ func _process( delta ):
switch_state(StatePlayer.SWIM)
mulstep = FACTOR_SWIM
StatePlayer.WALK:
Common.msg_debug("WALK")
#Common.msg_debug("WALK")
mulstep = FACTOR_WALK
if not is_on_floor():
velocity.y -= gravity * delta

View file

@ -205,7 +205,11 @@ INPUT_VIEW_FRONT={
INPUT_VIEW_BACK={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":16777230,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":true,"pressed":false,"keycode":16777234,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
]
}
INPUT_VIEW_BACK_ONLY_PRESSED={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":true,"pressed":false,"keycode":16777234,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
]
}
INPUT_VIEW_CAMERA_FPS_TPS={