From e689a2bf7e6ac1fa7c9ea1fe38121902c6c4cf9b Mon Sep 17 00:00:00 2001 From: Luke Hubmayer-Werner Date: Sat, 21 Dec 2019 11:07:36 +1030 Subject: [PATCH] Correctly map touchscreen when window size has changed. --- InputHandler.gd | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/InputHandler.gd b/InputHandler.gd index d487add..ebad28e 100644 --- a/InputHandler.gd +++ b/InputHandler.gd @@ -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)