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