39 lines
1.3 KiB
GDScript
39 lines
1.3 KiB
GDScript
extends Control
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var pressed: bool = false
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var previous_position : Vector2 = Vector2.ZERO
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var speed : float = 0.5
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var delta_position: Vector2 = Vector2.ZERO
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var damping_factor: float = 0.08
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func _process(delta: float) -> void:
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simulate_joystick_motion(JOY_AXIS_RIGHT_X, delta_position.x * delta * speed, 0)
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delta_position *= (1 - damping_factor)
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func _gui_input(event: InputEvent) -> void:
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# Filter touch or drag events only.
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if event is not InputEventScreenTouch and event is not InputEventScreenDrag:
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return
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if event is InputEventScreenTouch:
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if event.is_pressed():
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previous_position = event.position
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pressed = true
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else:
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pressed = false
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simulate_joystick_motion(JOY_AXIS_RIGHT_X, 0, 0)
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previous_position = Vector2.ZERO
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if pressed and event is InputEventScreenDrag:
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delta_position = clamp(previous_position - event.position, Vector2(-10, -10), Vector2(10, 10))
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# finally update the previous position
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previous_position = event.position
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func simulate_joystick_motion(axis: int, value: float, device_id: int = 0) -> void:
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var joystick_event = InputEventJoypadMotion.new()
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joystick_event.device = device_id
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joystick_event.axis = axis # Axis index (e.g., 0 for X-axis, 1 for Y-axis)
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joystick_event.axis_value = value # Value of the axis, typically between -1 and 1
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Input.parse_input_event(joystick_event) # Process the event
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