monsterfangen/ui/ingame_controls/camera_controls.gd

39 lines
1.4 KiB
GDScript

extends Control
var pressed: bool = false
var previous_position : Vector2 = Vector2.ZERO
var speed : float = 0.5
var delta_position: Vector2 = Vector2.ZERO
var damping_factor: float = 0.08
func _process(delta: float) -> void:
simulate_joystick_motion(JOY_AXIS_RIGHT_X, delta_position.x * delta * speed, 0)
delta_position *= (1 - damping_factor)
func _gui_input(event: InputEvent) -> void:
# Filter touch or drag events only.
if event is not InputEventScreenTouch and event is not InputEventScreenDrag:
return
if event is InputEventScreenTouch:
if event.is_pressed():
previous_position = event.position
pressed = true
else:
pressed = false
simulate_joystick_motion(JOY_AXIS_RIGHT_X, 0, 0)
previous_position = Vector2.ZERO
if pressed and event is InputEventScreenDrag:
delta_position = clamp(previous_position - event.position, Vector2(-10, -10), Vector2(10, 10))
# finally update the previous position
previous_position = event.position
func simulate_joystick_motion(axis: JoyAxis, value: float, device_id: int = 0) -> void:
var joystick_event: InputEventJoypadMotion = 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