extends Control var touch_start: Vector2 = Vector2(0, 0) var pressed: bool = false var previous_position: Vector2 = Vector2(0,0) var touch_delta: Vector2 = Vector2(0, 0) var current_delta: Vector2 = Vector2() var dampening_factor: float = 0.1 # Lower values = more dampening (0-1 range) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: current_delta = lerp(current_delta, Vector2(0, 0), dampening_factor) print(current_delta) simulate_joystick_motion(JOY_AXIS_RIGHT_X, -current_delta.x * 0.1, 0) func _on_gui_input(event: InputEvent) -> void: if event is not InputEventScreenTouch and event is not InputEventScreenDrag: return if event is InputEventScreenTouch and pressed == false and event.is_pressed() == true: pressed = true touch_start = event.position #print("touch start") if event is InputEventScreenTouch and pressed == true and event.is_pressed() == false: pressed = false #simulate_joystick_motion(JOY_AXIS_RIGHT_X, 0, 0) #print("touch end") if pressed and event is InputEventScreenDrag: touch_delta = event.position - previous_position current_delta = touch_delta #lerp(current_delta, touch_delta, 1.0 - dampening_factor) previous_position = event.position func simulate_joystick_motion(axis: int, value: float, device_id: int = 0) -> void: var joystick_event = InputEventJoypadMotion.new() joystick_event.device = device_id joystick_event.axis = axis # Axis index (e.g., 0 for X-axis, 1 for Y-axis) joystick_event.axis_value = value # Value of the axis, typically between -1 and 1 Input.parse_input_event(joystick_event) # Process the event