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https://github.com/Steffo99/swear-jar.git
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FIX FIX FIX
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parent
4f240e1c7f
commit
c90b99a9b3
3 changed files with 12 additions and 30 deletions
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@ -35,7 +35,7 @@ package/app_category=2
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package/retain_data_on_uninstall=false
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package/exclude_from_recents=false
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launcher_icons/main_192x192="res://media/jar_icon.png"
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launcher_icons/adaptive_foreground_432x432="res://media/jar_icon.png"
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launcher_icons/adaptive_foreground_432x432=""
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launcher_icons/adaptive_background_432x432=""
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graphics/opengl_debug=false
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xr_features/xr_mode=0
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@ -43,9 +43,6 @@ var can_place: bool:
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## The last input event of the input that's dragging the ghost around, or null if the ghost isn't being dragged.
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var last_input_event: InputEvent
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## The last alternate input event.
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var last_alternate_event: InputEvent
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func _ready():
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collision_mask = collision_mask_prevent_placement | collision_mask_delete_placement
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@ -58,29 +55,7 @@ func _input(event: InputEvent):
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last_input_event = event if event.pressed else null
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# Handle touch begin
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elif event is InputEventScreenTouch:
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print("Event: ", event)
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print("Last: ", last_input_event)
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print("Alt: ", last_alternate_event)
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if not last_input_event:
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last_input_event = event if event.pressed else null
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elif event.index == last_input_event.index:
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last_input_event = event if event.pressed else null
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last_alternate_event = null
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else:
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last_alternate_event = event if event.pressed else null
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# If is pinching
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if last_alternate_event:
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if event.index == last_input_event.index:
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var last_vector: Vector2 = last_alternate_event.position - last_input_event.position
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var vector: Vector2 = last_alternate_event.position - event.position
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var angle = vector.angle_to(last_vector)
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rotation += angle
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else:
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var last_vector: Vector2 = last_alternate_event.position - last_input_event.position
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var vector: Vector2 = event.position - last_input_event.position
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var angle = vector.angle_to(last_vector)
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rotation += angle
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# If is dragging
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elif last_input_event:
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@ -95,8 +70,6 @@ func _input(event: InputEvent):
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var delta = event.position - last_input_event.position
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position += delta
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last_input_event = event
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else:
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last_alternate_event = event
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## Update the value of [can_place].
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# DIRTY HACK: Relies on the placeable area being perfectly surrounded by solid bodies.
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@ -80,30 +80,36 @@ signal upgraded_auto_spawn(scene: PackedScene, period: float)
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func _on_buy_auto_copper_purchase_success():
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print("[ShopUI] Upgrading to Auto Copper * 2...")
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upgraded_auto_spawn.emit(copper_coin_scene, 0.5)
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyAutoCopper.has_unlocked = false
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyHeliCopper.has_unlocked = true
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func _on_buy_heli_copper_purchase_success():
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print("[ShopUI] Upgrading to Auto Copper * 8...")
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upgraded_auto_spawn.emit(copper_coin_scene, 0.125)
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyHeliCopper.has_unlocked = false
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyAutoSilver.has_unlocked = true
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func _on_buy_auto_silver_purchase_success():
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print("[ShopUI] Upgrading to Auto Silver * 2...")
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upgraded_auto_spawn.emit(silver_coin_scene, 0.5)
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyAutoSilver.has_unlocked = false
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuySuperSilver.has_unlocked = true
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func _on_buy_super_silver_purchase_success():
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print("[ShopUI] Upgrading to Auto Silver * 8...")
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upgraded_auto_spawn.emit(silver_coin_scene, 0.125)
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuySuperSilver.has_unlocked = false
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyAutoGold.has_unlocked = true
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func _on_buy_auto_gold_purchase_success():
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print("[ShopUI] Upgrading to Auto Gold * 2...")
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upgraded_auto_spawn.emit(gold_coin_scene, 0.5)
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyAutoGold.has_unlocked = false
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyMidasTouch.has_unlocked = true
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func _on_buy_midas_touch_purchase_success():
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print("[ShopUI] Upgrading to Auto Gold * 8...")
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyMidasTouch.has_unlocked = false
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upgraded_auto_spawn.emit(gold_coin_scene, 0.125)
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@ -112,10 +118,13 @@ signal upgraded_manual_spawn(scene: PackedScene)
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func _on_buy_silver_star_purchase_success():
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print("[ShopUI] Upgrading to Manual Silver...")
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upgraded_manual_spawn.emit(silver_coin_scene)
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/AutomaticCategory/BuySilverStar.has_unlocked = false
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/AutomaticCategory/BuyGoldStar.has_unlocked = true
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func _on_buy_gold_star_purchase_success():
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print("[ShopUI] Upgrading to Manual Gold...")
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upgraded_manual_spawn.emit(gold_coin_scene)
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/AutomaticCategory/BuyGoldStar.has_unlocked = false
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signal ghost_materialize
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