make game key keyboard property private
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030c1685c7
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@ -38,8 +38,8 @@ class_name GameKey extends Node3D
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@export var _release_sfx: AudioStream
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var props: KeyProps
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var keyboard: GameKeyboard
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var _keyboard: GameKeyboard
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var _is_pressed: bool
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var _light_timer: float
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@ -60,11 +60,11 @@ static func instantiate_with_props(
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_props: KeyProps,
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init_pos: Vector3,
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default_angle: float,
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_keyboard: GameKeyboard,
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keyboard: GameKeyboard,
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scene: PackedScene
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) -> GameKey:
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var node := scene.instantiate() as GameKey
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node.keyboard = _keyboard
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node._keyboard = keyboard
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node.load_props(_props, init_pos, default_angle)
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if _props.physical_keycode != KEY_NONE:
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@ -90,10 +90,10 @@ static func sort_func(a: GameKey, b: GameKey) -> bool:
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#region builtins
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func _ready() -> void:
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keyboard.layout_size_changed.connect(_on_keyboard_layout_size_changed)
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keyboard.keys_requested.connect(_on_keyboard_keys_requested)
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keyboard.is_configuring_changed.connect(_on_keyboard_is_configuring_changed)
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keyboard.key_press_changed.connect(_on_keyboard_key_press_changed)
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_keyboard.layout_size_changed.connect(_on_keyboard_layout_size_changed)
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_keyboard.keys_requested.connect(_on_keyboard_keys_requested)
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_keyboard.is_configuring_changed.connect(_on_keyboard_is_configuring_changed)
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_keyboard.key_press_changed.connect(_on_keyboard_key_press_changed)
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_set_labels()
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_adjacency_light.visible = false
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@ -129,9 +129,9 @@ func _unhandled_input(event: InputEvent) -> void:
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_set_pressing_from_event(event_key)
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if keyboard.is_configuring and event_key.is_pressed():
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if _keyboard.is_configuring and event_key.is_pressed():
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var new_char_type: KeyProps.Char
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if not keyboard.alt_visual_layout:
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if not _keyboard.alt_visual_layout:
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if not event_key.shift_pressed:
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new_char_type = KeyProps.Char.MAIN
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else:
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@ -181,7 +181,7 @@ func get_default_transform() -> Transform3D:
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#region pressing
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func _set_pressing_from_event(event: InputEventKey) -> void:
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_set_pressing(event.is_pressed())
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keyboard.emit_key_press(self, event)
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_keyboard.emit_key_press(self, event)
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func _set_pressing(is_pressed: bool) -> void:
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@ -197,9 +197,9 @@ func _set_pressing(is_pressed: bool) -> void:
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func _set_keyboard_pressed_position(pressed: bool) -> void:
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if pressed:
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keyboard.pressed_positions[_default_position] = pressed
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_keyboard.pressed_positions[_default_position] = pressed
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else:
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keyboard.pressed_positions.erase(_default_position)
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_keyboard.pressed_positions.erase(_default_position)
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#endregion
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@ -253,10 +253,10 @@ func _set_labels_text(chars_dict: Dictionary[KeyProps.Char, String]) -> void:
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#region bones
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func _set_bones() -> void:
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var rect := Rect2(
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-(keyboard.key_size * props.width) / 2,
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-keyboard.key_size / 2,
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keyboard.key_size * props.width,
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keyboard.key_size * props.height
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-(_keyboard.key_size * props.width) / 2,
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-_keyboard.key_size / 2,
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_keyboard.key_size * props.width,
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_keyboard.key_size * props.height
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)
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var rect_center := rect.get_center()
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@ -267,10 +267,10 @@ func _set_bones() -> void:
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if props.has_secondary_rect():
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var rect_secondary := Rect2(
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rect.position.x + props.x2 * keyboard.key_size,
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rect.position.y + props.y2 * keyboard.key_size,
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keyboard.key_size * props.width2,
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keyboard.key_size * props.height2
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rect.position.x + props.x2 * _keyboard.key_size,
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rect.position.y + props.y2 * _keyboard.key_size,
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_keyboard.key_size * props.width2,
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_keyboard.key_size * props.height2
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)
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_set_bones_from_rect(rect_secondary, _skeleton_secondary)
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@ -319,16 +319,16 @@ func _animate_position() -> Vector3:
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new_position.y += (
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sin(
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(
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keyboard.anim_time
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+ (_default_position.x / keyboard.key_size) * _idle_frequency.x
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+ (_default_position.z / keyboard.key_size) * _idle_frequency.y
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_keyboard.anim_time
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+ (_default_position.x / _keyboard.key_size) * _idle_frequency.x
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+ (_default_position.z / _keyboard.key_size) * _idle_frequency.y
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)
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)
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* _idle_amplitude
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* keyboard.key_size
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* _keyboard.key_size
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)
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new_position.y -= (_press_offset * keyboard.key_size) if _is_pressed else 0.0
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new_position.y -= (_press_offset * _keyboard.key_size) if _is_pressed else 0.0
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return new_position
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@ -343,14 +343,14 @@ func _shake(force: float) -> void:
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randf_range(-force, force),
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randf_range(-force, force)
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)
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* keyboard.key_size
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* _keyboard.key_size
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)
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)
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)
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func _push(force: Vector3) -> void:
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_pos_sod.set_y(position + force * keyboard.key_size)
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_pos_sod.set_y(position + force * _keyboard.key_size)
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func _push_outwards(force: float) -> void:
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@ -399,7 +399,7 @@ func _on_keyboard_layout_size_changed(rect: Rect2) -> void:
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func _on_keyboard_keys_requested(filter_func: Callable) -> void:
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if filter_func.call(self):
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keyboard.key_request_respond(self)
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_keyboard.key_request_respond(self)
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func _on_keyboard_is_configuring_changed(value: bool) -> void:
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