RhythmGame/lbl_main.gd

50 lines
1.9 KiB
GDScript

extends Label
var touch_points = {} # array containing all points touched on the screen
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
func _ready():
set_process_unhandled_input(true) # process user input
##########################################################################
# draw fingers points on screen
func _draw():
var touch_positions = PoolVector2Array()
# draw points
for i in touch_points:
var point = touch_points[i]
if point.pressed:
touch_positions.push_back(point.position)
# DRAW POINTS ################################################
draw_texture(txt_ball, point.position - Vector2(24, 24))
draw_string(default_font, point.position - Vector2(24, 24), str(i))
if len(touch_positions) > 1:
for i in range(len(touch_positions)-1):
# Draw line
draw_line(touch_positions[i], touch_positions[i+1], Color(1,1,1,1))
set_fingers(len(touch_positions))
##########################################################################
func _input(event):
if (event is InputEventScreenDrag):
touch_points[event.index] = {pressed = true, position = event.position}
if (event is InputEventScreenTouch):
if event.pressed:
if not touch_points.has(event.index):
touch_points[event.index] = {}
touch_points[event.index].position = event.position # update position
touch_points[event.index].pressed = event.pressed # update "pressed" flag
else:
if touch_points.has(event.index):
touch_points.erase(event.index)
update()
##########################################################################
# write how many fingers are tapping the screen
func set_fingers(value):
fingers = value
if fingers > 0:
set_text(str(fingers))
else:
set_text("0")