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