meat_madness_redux/godot/player/MovementInput.gd

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2022-11-27 13:31:09 -07:00
extends Node
# exposes a property "input_xz"
# Old implementation had the player stop if two keys were pressed that go opposite directions
# It's nicer if the key pressed later overrides the first key
# Controller input should work the same since it's impossible to press opposite directions
# Unless you bind forward and backward to different joysticks like a maniac
# Also supports analog jump, idk maybe you can bind jump to an analog trigger, mine never seem to work right on my controller
"public" var input_xz: Vector2 = Vector2(0.0, 0.0)
"public" var jump_intent: float = 0.0
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"public" var sprinting: bool = false
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var vertical_preference = Vector2(1.0, 1.0)
var horizontal_preference = Vector2(1.0, 1.0)
# If input direction suddently changes, wait this many
# seconds before caring
var timer_start: float = 0.1
var horizontal_sign: float = 0.0
var vertical_sign: float = 0.0
func update_preference(input: Vector2, old: Vector2) -> Vector2:
if input.x > 0.0 and input.y == 0.0:
return Vector2(0.0, 1.0)
elif input.x == 0.0 and input.y > 0.0:
return Vector2(1.0, 0.0)
return old
func apply_preference(input: Vector2, preference: Vector2) -> Vector2:
if input.x > 0.0 and input.y > 0.0:
return input * preference
else:
return input
func process_lateral_motion():
var vertical = Vector2(Input.get_action_strength("player_forwards"), Input.get_action_strength("player_backwards"))
var horizontal = Vector2(Input.get_action_strength("player_right"), Input.get_action_strength("player_left"))
vertical_preference = update_preference(vertical, vertical_preference)
horizontal_preference = update_preference(horizontal, horizontal_preference)
vertical = apply_preference(vertical, vertical_preference)
horizontal = apply_preference(horizontal, horizontal_preference)
# Commented out code is KB specific but misbehaves when a controller is plugged in.
# Not super important, might be easier to just delete
var x = vertical.x - vertical.y
"""if vertical_sign != 0.0:
if sign(x) != vertical_sign:
x = 0.0
if $VerticalTimer.is_stopped():
$VerticalTimer.start(timer_start)
else:
$VerticalTimer.stop()
else:
vertical_sign = sign(x)
$VerticalTimer.stop()
"""
var y = horizontal.x - horizontal.y
"""if horizontal_sign != 0.0:
if sign(y) != horizontal_sign:
y = 0.0
if $HorizontalTimer.is_stopped():
$HorizontalTimer.start(timer_start)
else:
$HorizontalTimer.stop()
else:
horizontal_sign = sign(y)
$HorizontalTimer.stop()
"""
input_xz = Vector2(x, y).rotated(-$"..".camera().global_rotation.y - PI/2).normalized()
func process_jump():
jump_intent = Input.get_action_strength("player_jump")
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func process_sprint():
sprinting = Input.is_action_pressed("player_sprint")
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func _input(_event):
process_lateral_motion()
process_jump()
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process_sprint()
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func _on_VerticalTimer_timeout():
#vertical_sign = 0.0
$VerticalTimer.stop()
#process_lateral_motion()
func _on_HorizontalTimer_timeout():
#horizontal_sign = 0.0
$HorizontalTimer.stop()
#process_lateral_motion()