monsterfangen/scripts/camera_controls.gd

45 lines
1.8 KiB
GDScript

extends Control
var pressed: bool = false
var previous_position: Vector2 = Vector2(0, 0)
var touch_delta: Vector2 = Vector2(0, 0)
var current_delta: Vector2 = Vector2(0, 0)
var dampening_factor: float = 0.8 # Lower values = more dampening (0-1 range)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
var t = clamp(dampening_factor * delta, 0.0, 1.0) # Clamp to 0-1 range
current_delta = lerp(current_delta, Vector2(0, 0), ease(t, -0.5)) # Use easing with lerp
# Simulate joystick motion using the dampened delta.
simulate_joystick_motion(JOY_AXIS_RIGHT_X, -current_delta.x * 0.1, 0)
# Debug: See the current delta
#print(current_delta)
func _on_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
previous_position = event.position # Initialize previous position on touch start
else:
pressed = false
touch_delta = Vector2(0, 0) # Reset delta on touch release
if pressed and event is InputEventScreenDrag:
# Calculate the delta between the current and previous touch position.
touch_delta = event.position - previous_position
previous_position = event.position
current_delta = touch_delta * 0.5 # Update current delta with the new drag value
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