1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177
|
/*
Crosshair
Author: Newton
Virtual cursor for gamepad controls
*/
local crew, angle, xpos, ypos, aiming, menu;
static const CURSOR_Radius = 100;
// This is supposed to be a constant, but C4Script doesn't allow constant expressions there.
private func CURSOR_Deadzone() { return PLRCON_MaxStrength / 5; }
protected func Initialize()
{
SetVisibility(false);
xpos = ypos = 0;
aiming = false;
}
public func FxMoveTimer()
{
if (!crew)
{
RemoveObject();
return FX_Execute_Kill;
}
var target_angle = Angle(0,0,xpos,ypos)*10;
if (!Visible() && !InDeadzone())
{
// The player moved the aiming stick while the crosshair wasn't visible: Use angle directly.
angle = target_angle;
SetVisibility(true);
}
else if (!InDeadzone())
{
// Smooth small movements of the stick while the crosshair is visible.
var angle_diff = Normalize(target_angle - angle, -1800, 10);
if (Abs(angle_diff) < 450)
angle = angle + angle_diff / 8;
else
angle = target_angle;
}
else if (!aiming)
{
// The player doesn't touch the stick and no item is using the crosshair right now.
SetVisibility(false);
// Aim somewhere useful. Note that this can be overwritten by objects and isn't used for throwing.
angle = 800*(crew->GetDir()*2-1);
}
UpdatePosition();
crew->TriggerHoldingControl();
}
private func AnalogStrength() { return BoundBy(Sqrt(xpos*xpos+ypos*ypos), 0, PLRCON_MaxStrength); }
private func InDeadzone() { return AnalogStrength() < CURSOR_Deadzone(); }
private func Visible() { return this.Visibility != VIS_None; }
// Updates the visibility, returing true if it was changed.
private func SetVisibility(bool visible)
{
var newvis, oldvis;
if (visible)
newvis = VIS_Owner;
else
newvis = VIS_None;
oldvis = this.Visibility;
this.Visibility = newvis;
return newvis != oldvis;
}
private func CreateMoveEffect(object clonk)
{
crew = clonk;
UpdatePosition();
RemoveEffect("Move",this);
AddEffect("Move",this,1,1,this);
}
public func StartAim(object clonk, int default_angle, object GUImenu)
{
aiming = true;
// 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;
}
// Use the given angle if the player wasn't aiming before.
if (SetVisibility(true) && default_angle)
angle = default_angle;
CreateMoveEffect(clonk);
}
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()
{
return;
angle = -Normalize(angle,-1800,10);
}
public func StopAim()
{
aiming = false;
}
// Aiming means that some object is currently actively using the crosshair.
public func IsAiming()
{
return aiming;
}
// The crosshair is also active when the player is holding the aiming stick.
public func IsActive()
{
return aiming || Visible();
}
public func Aim(int ctrl, object clonk, int strength, int repeat, int status)
{
// start (stealth) aiming
if(!GetEffect("Move",this))
CreateMoveEffect(clonk);
// aiming with analog pad
if (status == CONS_Moved &&
(ctrl == CON_AimAxisUp || ctrl == CON_AimAxisDown || ctrl == CON_AimAxisLeft || ctrl == CON_AimAxisRight))
{
if(ctrl == CON_AimAxisUp) ypos = -strength;
if(ctrl == CON_AimAxisDown) ypos = strength;
if(ctrl == CON_AimAxisLeft) xpos = -strength;
if(ctrl == CON_AimAxisRight) xpos = strength;
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;
}
|