extends Camera2D ## World-view camera rig — pinch-zoom, drag-pan, double-tap-centre. ## All input handled via _unhandled_input so CanvasLayer UI overlays swallow first. ## Call set_world_bounds(rect) once from the world scene after map generation. const MIN_ZOOM: float = 0.5 # strategic / whole-map-ish const MAX_ZOOM: float = 4.0 # close / sprite-readable const BOUNDS_BLEED_PX: int = 32 # 2 tiles of bleed at map edge const DOUBLE_TAP_MS: int = 300 # window for double-tap detection const DOUBLE_TAP_DIST_PX: float = 16.0 # 1 tile radius var target_zoom: float = 1.0 var _dragging: bool = false # desktop left-mouse drag tracking var _last_tap_time_ms: int = 0 var _last_tap_world_pos: Vector2 = Vector2.ZERO var _centre_tween: Tween = null func _ready() -> void: position_smoothing_enabled = false # Phase 5 visual polish: default 2.5× — at 1× the world feels sparse on phone # and pawns become 6-pixel dots; 2.5× shows ~30 tiles wide which is the # "comfortable inspection" zoom level. target_zoom = 2.5 zoom = Vector2(target_zoom, target_zoom) func _process(delta: float) -> void: # Lerp zoom toward target each render frame. # Plain 0.15 factor is correct at 60 fps; frame-rate independent form used for safety. var t: float = 1.0 - pow(1.0 - 0.15, delta * 60.0) zoom = zoom.lerp(Vector2(target_zoom, target_zoom), t) func _unhandled_input(event: InputEvent) -> void: # --- Pinch-zoom via magnify gesture (trackpad + native touch pinch) --- if event is InputEventMagnifyGesture: target_zoom = clampf(target_zoom * event.factor, MIN_ZOOM, MAX_ZOOM) return # --- Scroll-wheel zoom (desktop) --- if event is InputEventMouseButton: if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed: target_zoom = clampf(target_zoom * 1.1, MIN_ZOOM, MAX_ZOOM) return if event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed: target_zoom = clampf(target_zoom / 1.1, MIN_ZOOM, MAX_ZOOM) return # --- Desktop left-mouse: drag-pan tracking + double-tap detection --- if event.button_index == MOUSE_BUTTON_LEFT: if event.pressed: _dragging = true _check_double_tap(event.position) else: _dragging = false return # --- Touch drag-pan --- if event is InputEventScreenDrag: _apply_pan(event.relative) return # --- Desktop mouse-motion drag-pan (only while left mouse held) --- if event is InputEventMouseMotion and _dragging: _apply_pan(event.relative) return # --- Touch press: double-tap detection --- if event is InputEventScreenTouch and event.pressed: _check_double_tap(event.position) func _apply_pan(relative: Vector2) -> void: # zoom.x > 1 means more zoomed-in; each screen pixel = fewer world units. position -= relative / zoom.x func _check_double_tap(screen_pos: Vector2) -> void: var now_ms: int = Time.get_ticks_msec() var world_pos: Vector2 = get_canvas_transform().affine_inverse() * screen_pos var dt: int = now_ms - _last_tap_time_ms var dist: float = world_pos.distance_to(_last_tap_world_pos) if dt < DOUBLE_TAP_MS and dist < DOUBLE_TAP_DIST_PX: _centre_on(world_pos) # Reset so a triple-tap doesn't re-trigger immediately _last_tap_time_ms = 0 else: _last_tap_time_ms = now_ms _last_tap_world_pos = world_pos func _centre_on(world_pos: Vector2) -> void: # Kill any in-progress centre tween before starting a new one if _centre_tween != null and _centre_tween.is_valid(): _centre_tween.kill() _centre_tween = create_tween() _centre_tween.set_ease(Tween.EASE_OUT) _centre_tween.set_trans(Tween.TRANS_QUAD) _centre_tween.tween_property(self, "position", world_pos, 0.2) ## Public API — smooth-pan the camera to the centre of a tile (world space). ## Used by StorytellerBanner and StorytellerModal "Go there" buttons. ## Reuses the same _centre_tween slot so a rapid second call replaces the first. func pan_to_tile(tile: Vector2i) -> void: const TILE_PX: int = 16 var world_pos := Vector2(tile.x * TILE_PX + TILE_PX / 2, tile.y * TILE_PX + TILE_PX / 2) _centre_on(world_pos) Audit.log("camera", "pan_to_tile %s → world %s" % [tile, world_pos]) ## Public API — call once from the world scene after map bounds are known. func set_world_bounds(rect: Rect2) -> void: limit_left = int(rect.position.x) - BOUNDS_BLEED_PX limit_top = int(rect.position.y) - BOUNDS_BLEED_PX limit_right = int(rect.end.x) + BOUNDS_BLEED_PX limit_bottom = int(rect.end.y) + BOUNDS_BLEED_PX Audit.log("camera", "bounds set: %s (bleed %d)" % [rect, BOUNDS_BLEED_PX])