|
@@ -1,8 +1,17 @@
|
|
extends Control
|
|
extends Control
|
|
|
|
|
|
-# class member variables go here, for example:
|
|
|
|
-# var a = 2
|
|
|
|
-# var b = "textvar"
|
|
|
|
|
|
+#export split screen modes
|
|
|
|
+export(int, "None", "Horizontal", "Vertical") var split = 1
|
|
|
|
+var split_mode = -1
|
|
|
|
+
|
|
|
|
+#split modes constants
|
|
|
|
+const SPLIT_NONE = 0
|
|
|
|
+const SPLIT_HORIZONTAL = 1
|
|
|
|
+const SPLIT_VERTICAL = 2
|
|
|
|
+
|
|
|
|
+#top and bottom controls
|
|
|
|
+onready var top = get_node("top")
|
|
|
|
+onready var bottom = get_node("bottom")
|
|
|
|
|
|
func _ready():
|
|
func _ready():
|
|
#make bottom viewport have the same world2D as the top viewport, so both show the same
|
|
#make bottom viewport have the same world2D as the top viewport, so both show the same
|
|
@@ -17,6 +26,36 @@ func _ready():
|
|
#simple and alternatively, copy them to the other viewport, but they must be erased when level is unloaded
|
|
#simple and alternatively, copy them to the other viewport, but they must be erased when level is unloaded
|
|
#get_node("bottom/viewport").add_child( get_node("top/viewport/stage/parallax_bg").duplicate() )
|
|
#get_node("bottom/viewport").add_child( get_node("top/viewport/stage/parallax_bg").duplicate() )
|
|
|
|
|
|
- # Called every time the node is added to the scene.
|
|
|
|
- # Initialization here
|
|
|
|
- pass
|
|
|
|
|
|
+ #set split screen mode for the first time
|
|
|
|
+ set_split_mode(split)
|
|
|
|
+ #if used inside _process/_fixed_process, the mode can be made chageable by inspector/animation key
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+func set_split_mode(mode):
|
|
|
|
+ #change mode only if "split_mode" is different
|
|
|
|
+ if mode != split_mode and mode in [0, 1, 2]:
|
|
|
|
+ #get game screen size
|
|
|
|
+ var screen = get_viewport().get_rect().size
|
|
|
|
+
|
|
|
|
+ #changing sizes and positions
|
|
|
|
+ if mode == SPLIT_HORIZONTAL:
|
|
|
|
+ top.set_size(Vector2(screen.x, screen.y/2))
|
|
|
|
+ top.set_pos(Vector2(0, 0))
|
|
|
|
+ bottom.set_size(Vector2(screen.x, screen.y/2))
|
|
|
|
+ bottom.set_pos(Vector2(0, screen.y/2))
|
|
|
|
+
|
|
|
|
+ elif mode == SPLIT_VERTICAL:
|
|
|
|
+ top.set_size(Vector2(screen.x/2, screen.y))
|
|
|
|
+ top.set_pos(Vector2(0, 0))
|
|
|
|
+ bottom.set_size(Vector2(screen.x/2, screen.y))
|
|
|
|
+ bottom.set_pos(Vector2(screen.x/2, 0))
|
|
|
|
+
|
|
|
|
+ elif mode == SPLIT_NONE:
|
|
|
|
+ top.set_size(Vector2(screen.x, screen.y))
|
|
|
|
+ top.set_pos(Vector2(0, 0))
|
|
|
|
+ bottom.set_hidden(true)
|
|
|
|
+
|
|
|
|
+ if split_mode == SPLIT_NONE:
|
|
|
|
+ bottom.set_hidden(false)
|
|
|
|
+ #apply mode
|
|
|
|
+ split_mode = mode
|