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/*
Crosshair
Author: Newton
Virtual cursor for gamepad controls
*/
local crew, angle, dirx, diry, xpos,ypos, analogaim, aiming, menu;
static const CURSOR_Radius = 100;
protected func Initialize()
{
this["Visibility"] = VIS_None;
dirx = diry = xpos = ypos = 0;
aiming = false;
}
public func FxMoveTimer()
{
var speed = 0;
var dpad_rotatespeed = 35;
// dpad mode
if(diry)
{
if (diry < 0) speed = -Sin(angle,100,10);
else if (diry > 0) speed = +Sin(angle,100,10);
angle += dpad_rotatespeed*speed/100;
UpdateAnalogpadPos();
}
if(dirx)
{
if (dirx < 0) speed = -Cos(angle,100,10);
else if (dirx > 0) speed = +Cos(angle,100,10);
angle += dpad_rotatespeed*speed/100;
UpdateAnalogpadPos();
}
// analog pad mode
if(!dirx && !diry)
{
var target_angle = Angle(0,0,xpos,ypos)*10;
var analog_strength = BoundBy(Sqrt(xpos*xpos+ypos*ypos),0,100);
var angle_diff = Normalize(target_angle - angle, -1800, 10);
if (angle_diff == 0) angle_diff = 1;
angle = angle + angle_diff * analog_strength / 100 / 8;
}
UpdatePosition();
if(aiming) crew->TriggerHoldingControl();
}
private func UpdateAnalogpadPos()
{
xpos = Sin(angle/10,100);
ypos = Cos(angle/10,-100);
}
public func StartAim(object clonk, bool stealth, object GUImenu)
{
// only reinitialize angle if the crosshair hasn't been there before
if(!GetEffect("Move",this))
{
// which should basically be only the case on the first time aiming
angle = 800*(clonk->GetDir()*2-1);
}
// gui or landscape mode:
if (GUImenu)
{
SetCategory(C4D_StaticBack | C4D_IgnoreFoW | C4D_Foreground | C4D_Parallax);
menu = GUImenu;
this["Parallaxity"] = [0,0];
}
else
{
SetCategory(C4D_StaticBack | C4D_IgnoreFoW);
menu = nil;
}
// set starting position for analog pad
UpdateAnalogpadPos();
crew = clonk;
UpdatePosition();
RemoveEffect("Move",this);
AddEffect("Move",this,1,1,this);
if(!stealth)
{
this["Visibility"] = VIS_Owner;
crew->SetComDir(COMD_Stop);
aiming = true;
EnableKeyAimControls(true);
}
}
private func UpdatePosition()
{
var x = +Sin(angle,CURSOR_Radius,10);
var y = -Cos(angle,CURSOR_Radius,10);
if (menu)
SetPosition(menu->GetX()+x,menu->GetY()+y);
else
SetPosition(crew->GetX()+x,crew->GetY()+y);
crew->UpdateVirtualCursorPos();
}
private func MirrorCursor()
{
angle = -Normalize(angle,-1800,10);
UpdateAnalogpadPos();
}
public func StopAim()
{
RemoveEffect("Move",this);
this["Visibility"] = VIS_None;
dirx = 0;
diry = 0;
EnableKeyAimControls(false);
analogaim = false;
aiming = false;
}
private func EnableKeyAimControls(bool enable)
{
SetPlayerControlEnabled(GetOwner(), CON_AimUp, enable);
SetPlayerControlEnabled(GetOwner(), CON_AimDown, enable);
SetPlayerControlEnabled(GetOwner(), CON_AimLeft, enable);
SetPlayerControlEnabled(GetOwner(), CON_AimRight, enable);
}
public func IsAiming()
{
return aiming;
}
public func Aim(int ctrl, object clonk, int strength, int repeat, int release)
{
// start (stealth) aiming
if(!GetEffect("Move",this))
StartAim(clonk,true);
// aiming with analog pad
if (ctrl == CON_AimAxisUp || ctrl == CON_AimAxisDown || ctrl == CON_AimAxisLeft || ctrl == CON_AimAxisRight)
{
dirx = diry = 0;
if(ctrl == CON_AimAxisUp) ypos = -strength;
if(ctrl == CON_AimAxisDown) ypos = strength;
if(ctrl == CON_AimAxisLeft) xpos = -strength;
if(ctrl == CON_AimAxisRight) xpos = strength;
analogaim = true;
return true;
}
// stop
else if (release && !analogaim)
{
if(ctrl == CON_AimUp || ctrl == CON_AimDown) diry = 0;
else if(ctrl == CON_AimLeft || ctrl == CON_AimRight) dirx = 0;
return true;
}
else if(!release /*&& !repeat */ && !analogaim)
{
if(ctrl == CON_AimUp) diry = -1;
else if(ctrl == CON_AimDown) diry = 1;
else if(ctrl == CON_AimLeft) dirx = -1;
else if(ctrl == CON_AimRight) dirx = 1;
return true;
}
return false;
}
public func Direction(int ctrl)
{
if(!crew) return;
angle = Normalize(angle,-1800,10);
//Message("%d, %d",this,angle,ctrl);
if(ctrl == CON_Left)
if(angle > 0)
MirrorCursor();
if(ctrl == CON_Right)
if(angle < 0)
MirrorCursor();
return;
}
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