monsterfangen/scripts/camera_controls.gd

38 lines
1.3 KiB
GDScript

extends Control
var pressed: bool = false
var previous_position : Vector2 = Vector2.ZERO
var speed : float = 0.04
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
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():
pressed = true
else:
pressed = false
simulate_joystick_motion(JOY_AXIS_RIGHT_X, 0, 0)
if pressed and event is InputEventScreenDrag:
var delta_position : Vector2 = event.position - previous_position
print(delta_position)
simulate_joystick_motion(JOY_AXIS_RIGHT_X, -delta_position.x * speed, 0)
#simulate_joystick_motion(JOY_AXIS_RIGHT_Y, delta_position.y * speed, 0)
# finally update the previous position
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