feat : mobile input controller
This commit is contained in:
@@ -917,6 +917,7 @@ func reset() -> void:
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available_rooms.clear()
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is_host = false
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_all_ready = false
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is_tutorial_mode = false
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match_duration = 180 # Reset to default 3 minutes
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game_mode = "Freemode"
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_update_available_areas(game_mode)
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@@ -7,6 +7,10 @@ var movement_manager: Node
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var race_manager: Node
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@onready var SettingsManager = get_node_or_null("/root/SettingsManager")
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# Analog stick repeat throttle (prevents firing a new move every frame while held)
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var _analog_move_timer: float = 0.0
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const ANALOG_MOVE_RATE: float = 0.18 # seconds between grid steps when holding stick
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func initialize(p_player: Node3D, p_movement_manager: Node, p_race_manager: Node):
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player = p_player
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movement_manager = p_movement_manager
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@@ -21,16 +25,21 @@ func _process(delta):
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return
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var move_vec = Vector2i.ZERO
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# 1. Controller / Joystick Movement
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if SettingsManager and SettingsManager.settings.controls.get("use_controller", false):
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var joystick_vec = Input.get_vector("move_west", "move_east", "move_north", "move_south")
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if joystick_vec.length() > 0.3: # Deadzone
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# 1. Left Analog Stick — always active (controller plugged in, any mode)
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var joystick_vec = Input.get_vector("move_west", "move_east", "move_north", "move_south", 0.25)
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if joystick_vec.length() > 0.25:
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_analog_move_timer -= delta
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if _analog_move_timer <= 0.0:
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if abs(joystick_vec.x) > abs(joystick_vec.y):
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move_vec.x = 1 if joystick_vec.x > 0 else -1
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else:
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move_vec.y = 1 if joystick_vec.y > 0 else -1
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_analog_move_timer = ANALOG_MOVE_RATE
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else:
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_analog_move_timer = 0.0 # Reset so next touch fires immediately
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# 2. Keyboard Movement (Fallback)
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# 2. Keyboard / D-pad Movement (fires via action pressed, handled by event)
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if move_vec == Vector2i.ZERO:
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if Input.is_action_pressed("move_north"): move_vec.y -= 1
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if Input.is_action_pressed("move_south"): move_vec.y += 1
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@@ -75,8 +84,11 @@ func handle_unhandled_input(event):
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if not player.is_multiplayer_authority() or player.is_frozen or player.is_stop_frozen or (TurnManager.turn_based_mode and (not player.is_my_turn or movement_manager.is_moving)):
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return
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# --- Keyboard Shortcuts (Event-based) ---
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if event is InputEventKey and event.pressed and not event.echo:
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# --- Action Shortcuts (Keyboard OR Controller Button) ---
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var is_action_event = (event is InputEventKey and event.pressed and not event.echo) \
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or (event is InputEventJoypadButton and event.pressed)
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if is_action_event:
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# Safety check for SettingsManager
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if not SettingsManager:
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return
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@@ -87,21 +99,21 @@ func handle_unhandled_input(event):
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get_viewport().set_input_as_handled()
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return
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# 3. Action Buttons (Remappable via InputMap)
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# 2. Action Buttons (Remappable via InputMap)
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if event.is_action_pressed("action_knock_tekton"):
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if player.powerup_manager:
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player.powerup_manager.use_special_effect()
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if player.is_attack_mode and player.has_method("enter_attack_mode"):
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player.enter_attack_mode()
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get_viewport().set_input_as_handled()
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elif event.is_action_pressed("action_grab_tekton"):
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if not player.is_carrying_tekton:
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if player.powerup_manager and player.powerup_manager.has_method("can_use_special"):
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player.grab_tekton()
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get_viewport().set_input_as_handled()
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# Handle spawn point selection if not yet selected
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if not player.spawn_point_selected and player.highlighted_spawn_points.size() > 0:
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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@@ -53,7 +53,13 @@ var settings = {
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# Power Bar Controls / Special
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"attack_mode": KEY_Q,
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"attack_mode_alt": KEY_U
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"attack_mode_alt": KEY_U,
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# Controller Button Bindings (JOY_BUTTON_* indices)
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"ctrl_grab": JOY_BUTTON_A,
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"ctrl_tekton_grab": JOY_BUTTON_RIGHT_SHOULDER,
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"ctrl_use_powerup": JOY_BUTTON_Y,
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"ctrl_attack_mode": JOY_BUTTON_X
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}
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}
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@@ -207,6 +213,21 @@ func apply_control_settings():
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event.keycode = secondary_key
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InputMap.action_add_event(action_name, event)
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# Add Joypad defaults for actions - use saved ctrl_* bindings
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var joy_button_mapped = -1
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match action_name:
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"action_grab": joy_button_mapped = settings.controls.get("ctrl_grab", JOY_BUTTON_A)
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"use_powerup": joy_button_mapped = settings.controls.get("ctrl_use_powerup", JOY_BUTTON_Y)
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"action_grab_tekton": joy_button_mapped = settings.controls.get("ctrl_tekton_grab", JOY_BUTTON_RIGHT_SHOULDER)
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"action_knock_tekton": joy_button_mapped = settings.controls.get("ctrl_attack_mode", JOY_BUTTON_X)
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if action_name == "action_put": joy_button_mapped = JOY_BUTTON_B
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if joy_button_mapped != -1:
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var joy_btn_event = InputEventJoypadButton.new()
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joy_btn_event.button_index = joy_button_mapped
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InputMap.action_add_event(action_name, joy_btn_event)
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# Add Joypad defaults for movement
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if action_name.begins_with("move_"):
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var joy_axis = -1
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@@ -230,6 +251,69 @@ func set_control(action_name: String, keycode: int):
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emit_signal("control_remapped", action_name, keycode)
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save_settings()
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# --- Controller Binding ---
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# Godot 4 JoyButton name map (var not const — enum keys can't be used in const dicts)
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var CTRL_BUTTON_NAMES: Dictionary = {
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JOY_BUTTON_A: "A / Cross",
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JOY_BUTTON_B: "B / Circle",
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JOY_BUTTON_X: "X / Square",
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JOY_BUTTON_Y: "Y / Triangle",
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JOY_BUTTON_LEFT_SHOULDER: "LB / L1",
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JOY_BUTTON_RIGHT_SHOULDER: "RB / R1",
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JOY_BUTTON_LEFT_STICK: "L3",
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JOY_BUTTON_RIGHT_STICK: "R3",
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JOY_BUTTON_BACK: "Select / Share",
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JOY_BUTTON_START: "Start / Options",
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JOY_BUTTON_DPAD_UP: "D-Up",
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JOY_BUTTON_DPAD_DOWN: "D-Down",
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JOY_BUTTON_DPAD_LEFT: "D-Left",
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JOY_BUTTON_DPAD_RIGHT: "D-Right",
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}
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func get_joy_button_name(button_index: int) -> String:
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return CTRL_BUTTON_NAMES.get(button_index, "Btn %d" % button_index)
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func get_controller_binding_text(ctrl_key: String) -> String:
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"""Return the button name for a ctrl_* settings key."""
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var idx = settings.controls.get(ctrl_key, -1)
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if idx == -1:
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return "Unbound"
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return get_joy_button_name(idx)
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func get_action_display(action_key: String) -> String:
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"""Return keyboard text or controller button name based on use_controller setting."""
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if settings.controls.get("use_controller", false):
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# Map action key to its ctrl_* key
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var ctrl_key_map = {
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"grab": "ctrl_grab",
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"use_powerup": "ctrl_use_powerup",
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"tekton_grab": "ctrl_tekton_grab",
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"attack_mode": "ctrl_attack_mode",
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}
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if ctrl_key_map.has(action_key):
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return get_controller_binding_text(ctrl_key_map[action_key])
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# Movement axes on left stick
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if action_key.begins_with("move_"):
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return "L-Stick"
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return get_control_text(action_key)
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return get_control_text(action_key)
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func set_controller_binding(ctrl_key: String, button_index: int):
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"""Save a controller button binding and re-apply input maps."""
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if settings.controls.has(ctrl_key):
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settings.controls[ctrl_key] = button_index
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apply_control_settings()
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emit_signal("control_remapped", ctrl_key, button_index)
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save_settings()
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func is_controller_button_used(button_index: int) -> String:
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"""Check if a controller button is already assigned."""
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for key in settings.controls.keys():
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if key.begins_with("ctrl_") and settings.controls[key] == button_index:
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return key
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return ""
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func get_control_keycode(action_name: String) -> int:
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return settings.controls.get(action_name, -1)
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@@ -23,6 +23,7 @@ var tekton_grab_button: Button
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const CONFIG_PATH = "user://touch_controls_settings.cfg"
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var button_size: float = 70.0
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var button_opacity: float = 0.7
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var joystick_size: float = 60.0
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var joystick_enabled: bool = true
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var touch_buttons_enabled: bool = true # Master toggle for action buttons
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var joystick_position: Vector2 = Vector2(120, -120) # Relative to bottom-left
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@@ -45,20 +46,30 @@ func initialize(p_main: Node):
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_load_settings()
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# Connect to remapping signals
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if SettingsManager and not SettingsManager.control_remapped.is_connected(_on_control_remapped):
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SettingsManager.control_remapped.connect(_on_control_remapped)
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if SettingsManager:
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if not SettingsManager.control_remapped.is_connected(_on_control_remapped):
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SettingsManager.control_remapped.connect(_on_control_remapped)
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# Also refresh when settings_applied fires (e.g. use_controller toggle)
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if not SettingsManager.settings_applied.is_connected(_on_settings_applied_refresh):
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SettingsManager.settings_applied.connect(_on_settings_applied_refresh)
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func _on_control_remapped(_action: String, _key: int):
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print("[TouchControls] Control remapped: %s. Refreshing labels." % _action)
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# Refresh primary assigned buttons
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_refresh_all_shortcut_labels()
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func _on_settings_applied_refresh():
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"""Called when SettingsManager.settings_applied fires (e.g. use_controller toggled)."""
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_refresh_all_shortcut_labels()
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func _refresh_all_shortcut_labels():
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"""Re-run _ensure_shortcut_label on all known buttons to reflect current binding mode."""
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if grab_button: _ensure_shortcut_label(grab_button, "Grab")
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if put_button: _ensure_shortcut_label(put_button, "Put")
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if attack_mode_button: _ensure_shortcut_label(attack_mode_button, "AttackMode")
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if spawn_boost_button: _ensure_shortcut_label(spawn_boost_button, "SpawnBoost")
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if tekton_grab_button: _ensure_shortcut_label(tekton_grab_button, "TektonGrab")
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# Also check all direct children of containers just in case
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# Also walk containers for any dynamically added buttons
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if power_bar_container:
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for child in power_bar_container.get_children():
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if child is Button:
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@@ -106,35 +117,13 @@ func _create_touch_ui():
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# Check if container already exists (added in scene)
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var container = self
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# Helper to find or create control
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var find_or_create_joystick = func():
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var joy = container.get_node_or_null("VirtualJoystick")
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if joy:
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print("[TouchControls] Found existing VirtualJoystick")
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return joy
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var joystick_script = load("res://scripts/ui/virtual_joystick.gd")
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joy = Control.new()
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joy.set_script(joystick_script)
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joy.name = "VirtualJoystick"
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joy.set_anchors_preset(Control.PRESET_BOTTOM_LEFT)
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# Use standard size from joystick script defaults (radius 60 -> size 160)
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var joy_size = Vector2(160, 160)
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joy.custom_minimum_size = joy_size
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joy.size = joy_size
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joy.offset_left = 120
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joy.offset_top = -280
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joy.offset_right = 280
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joy.offset_bottom = -120
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container.add_child(joy)
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return joy
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virtual_joystick = find_or_create_joystick.call()
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if not virtual_joystick.direction_changed.is_connected(_on_joystick_direction):
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virtual_joystick.direction_changed.connect(_on_joystick_direction)
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virtual_joystick = container.get_node_or_null("VirtualJoystick")
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if virtual_joystick:
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print("[TouchControls] Found local VirtualJoystick node")
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if not virtual_joystick.direction_changed.is_connected(_on_joystick_direction):
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virtual_joystick.direction_changed.connect(_on_joystick_direction)
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else:
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push_error("[TouchControls] VirtualJoystick node missing!")
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# --- Actions Containers ---
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power_bar_container = container.get_node_or_null("PowerBarBtn")
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@@ -298,10 +287,10 @@ func _ensure_shortcut_label(btn: Button, button_name: String):
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if not SettingsManager: return
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match button_name:
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"Grab": existing_lbl.text = SettingsManager.get_control_text("grab")
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"Put": existing_lbl.text = SettingsManager.get_control_text("put")
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"AttackMode": existing_lbl.text = SettingsManager.get_control_text("attack_mode")
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"TektonGrab": existing_lbl.text = SettingsManager.get_control_text("tekton_grab")
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"Grab": existing_lbl.text = SettingsManager.get_action_display("grab")
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"Put": existing_lbl.text = SettingsManager.get_action_display("put")
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"AttackMode": existing_lbl.text = SettingsManager.get_action_display("attack_mode")
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"TektonGrab": existing_lbl.text = SettingsManager.get_action_display("tekton_grab")
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print("[TouchControls] Updated %s shortcut label to: %s" % [button_name, existing_lbl.text])
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@@ -330,10 +319,10 @@ func _ensure_shortcut_label(btn: Button, button_name: String):
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shortcut_lbl.add_theme_constant_override("outline_size", 4)
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match button_name:
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"Grab": shortcut_lbl.text = SettingsManager.get_control_text("grab") if SettingsManager else "Space"
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"Put": shortcut_lbl.text = SettingsManager.get_control_text("put") if SettingsManager else "R"
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"AttackMode": shortcut_lbl.text = SettingsManager.get_control_text("attack_mode") if SettingsManager else "Q"
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"TektonGrab": shortcut_lbl.text = SettingsManager.get_control_text("tekton_grab") if SettingsManager else "G"
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"Grab": shortcut_lbl.text = SettingsManager.get_action_display("grab") if SettingsManager else "Space"
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"Put": shortcut_lbl.text = SettingsManager.get_action_display("put") if SettingsManager else "R"
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"AttackMode": shortcut_lbl.text = SettingsManager.get_action_display("attack_mode") if SettingsManager else "Q"
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"TektonGrab": shortcut_lbl.text = SettingsManager.get_action_display("tekton_grab") if SettingsManager else "G"
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btn.add_child(shortcut_lbl)
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@@ -434,6 +423,7 @@ func _load_settings():
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button_opacity = config.get_value("touch_controls", "button_opacity", 0.7)
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button_scale = config.get_value("touch_controls", "button_scale", 1.0)
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joystick_enabled = config.get_value("touch_controls", "joystick_enabled", true)
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joystick_size = config.get_value("touch_controls", "joystick_size", 60.0)
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touch_buttons_enabled = config.get_value("touch_controls", "touch_buttons_enabled", true)
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# Load button positions
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@@ -463,6 +453,7 @@ func _save_settings():
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config.set_value("touch_controls", "button_opacity", button_opacity)
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config.set_value("touch_controls", "button_scale", button_scale)
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config.set_value("touch_controls", "joystick_enabled", joystick_enabled)
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config.set_value("touch_controls", "joystick_size", joystick_size)
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config.set_value("touch_controls", "touch_buttons_enabled", touch_buttons_enabled)
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config.set_value("touch_controls", "grab_position", button_positions.grab)
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config.set_value("touch_controls", "put_position", button_positions.put)
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@@ -480,6 +471,8 @@ func _apply_settings():
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# Apply joystick visibility
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if virtual_joystick:
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virtual_joystick.visible = joystick_enabled and _is_touch_device()
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if virtual_joystick.has_method("set_radius"):
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virtual_joystick.set_radius(joystick_size)
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# Apply touch buttons visibility - FORCED ON per request to "just show them"
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# Apply touch buttons visibility
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@@ -30,7 +30,7 @@ var _previous_playerboard_state: Array = []
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func initialize(player_node):
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# Get PowerUp Inventory UI from scene
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powerup_inventory_ui = player_node.get_node_or_null("PowerUpInventoryUI")
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powerup_inventory_ui = player_node.get_node_or_null("TouchLayer/TouchControls/PowerUpInventoryUI")
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# Get node references from main scene
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playerboard_ui = player_node.get_node_or_null("PlayerBoardUI/PlayerboardUI")
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