virtualx-engine/demos/misc/window_management/observer/observer.gd
Rémi Verschelde 8639cecf4c Improve code formatting and update to 2.0
The scripts were streamlined using more or less the following conventions:
 - space after a comma in lists of arguments
 - space around weak operators (+, -), no space around strong operators (*, /)
 - space after a comment start (#)
 - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
 - function blocks separate by two newlines

The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
2015-12-09 08:38:23 +01:00

78 lines
1.6 KiB
GDScript

extends Spatial
# member variables
var r_pos = Vector2()
var state
const STATE_MENU = 0
const STATE_GRAB = 1
func direction(vector):
var v = get_node("Camera").get_global_transform().basis*vector
v = v.normalized()
return v
func impulse(event, action):
if(event.is_action(action) && event.is_pressed() && !event.is_echo()):
return true
else:
return false
func _fixed_process(delta):
if(state != STATE_GRAB):
return
if(Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED):
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
var dir = Vector3()
var cam = get_global_transform()
var org = get_translation()
if (Input.is_action_pressed("move_forward")):
dir += direction(Vector3(0, 0, -1))
if (Input.is_action_pressed("move_backwards")):
dir += direction(Vector3(0, 0, 1))
if (Input.is_action_pressed("move_left")):
dir += direction(Vector3(-1, 0, 0))
if (Input.is_action_pressed("move_right")):
dir += direction(Vector3(1, 0, 0))
dir = dir.normalized()
move(dir*10*delta)
var d = delta*0.1
var yaw = get_transform().rotated(Vector3(0, 1, 0), d*r_pos.x)
set_transform(yaw)
var cam = get_node("Camera")
var pitch = cam.get_transform().rotated(Vector3(1, 0, 0), d*r_pos.y)
cam.set_transform(pitch)
r_pos.x = 0.0
r_pos.y = 0.0
func _input(event):
if(event.type == InputEvent.MOUSE_MOTION):
r_pos = event.relative_pos
if(impulse(event, "ui_cancel")):
if(state == STATE_GRAB):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
state = STATE_MENU
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
state = STATE_GRAB
func _ready():
set_fixed_process(true)
set_process_input(true)
state = STATE_MENU