Correctly map touchscreen when window size has changed.

This commit is contained in:
Luke Hubmayer-Werner 2019-12-21 11:07:36 +10:30
parent f11421195e
commit e689a2bf7e
1 changed files with 2 additions and 4 deletions

View File

@ -4,7 +4,7 @@ var touch_points = {} # dict containing all points touched on the screen
var touch_positions = [] # array of above
var fingers = 0 setget set_fingers # setter for show fingers number on screen
var txt_ball = preload("res://assets/ball.png") # preload our ball texture
var default_font = preload("res://assets/NotoSans.tres") # point to godot standard font
var default_font = preload("res://assets/NotoSans.tres")
var buttons_pressed := PoolByteArray()
var touchbuttons_pressed := PoolByteArray()
@ -60,8 +60,7 @@ func _draw():
func update_data():
touch_positions.clear()
for i in touch_points:
touch_positions.push_back(touch_points[i].position)
touch_positions.push_back(touch_points[i].position - rect_size/2)
var buttons_pressed_temp := []
var touchbuttons_pressed_temp := []
@ -70,7 +69,6 @@ func update_data():
touchbuttons_pressed_temp.append(false)
for pos in touch_positions:
pos -= Vector2(960, 540) # Change this if we move the node
var pol = cartesian2polar(pos.x, pos.y)
var dist = pol.x/GameTheme.receptor_ring_radius
var angle = rad2deg(pol.y)