43 lines
1.6 KiB
GDScript
43 lines
1.6 KiB
GDScript
extends Control
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var touch_start: Vector2 = Vector2(0, 0)
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var pressed: bool = false
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var previous_position: Vector2 = Vector2(0,0)
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var touch_delta: Vector2 = Vector2(0, 0)
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var current_delta: Vector2 = Vector2()
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var dampening_factor: float = 0.1 # Lower values = more dampening (0-1 range)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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current_delta = lerp(current_delta, Vector2(0, 0), dampening_factor)
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print(current_delta)
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simulate_joystick_motion(JOY_AXIS_RIGHT_X, -current_delta.x * 0.1, 0)
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func _on_gui_input(event: InputEvent) -> void:
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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 and pressed == false and event.is_pressed() == true:
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pressed = true
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touch_start = event.position
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#print("touch start")
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if event is InputEventScreenTouch and pressed == true and event.is_pressed() == false:
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pressed = false
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#simulate_joystick_motion(JOY_AXIS_RIGHT_X, 0, 0)
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#print("touch end")
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if pressed and event is InputEventScreenDrag:
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touch_delta = event.position - previous_position
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current_delta = touch_delta #lerp(current_delta, touch_delta, 1.0 - dampening_factor)
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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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