wrap player position inside of loop size

This commit is contained in:
yuki 2025-11-24 13:59:54 -03:00
parent b31313ed96
commit d851d35cac
2 changed files with 42 additions and 8 deletions

View file

@ -13,6 +13,29 @@ var v_press_tick: int = 0 ## last time vertical axis was pressed
var speed_mult: float = 1.0
var room: Room
var x_min_wrap: float
var x_max_wrap: float
var y_min_wrap: float
var y_max_wrap: float
var wrapping: bool
func _ready() -> void:
# TODO: better way to get current room (signal maybe?)
room = get_parent() as Room
assert(room != null, "no room attached")
if room.config.loopable:
x_min_wrap = room.config.loop_size.position.x
x_max_wrap = room.config.loop_size.size.x
y_min_wrap = room.config.loop_size.position.y
y_max_wrap = room.config.loop_size.size.y
wrapping = true if room.config.loopable else false
EventBus.connect("room_loop_toggled", _on_loop_toggled)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("move_left") or event.is_action_pressed("move_right"):
@ -28,13 +51,20 @@ func get_movement_vector() -> Vector2:
if absf(x_strength) < DEADZONE and absf(y_strength) < DEADZONE:
return Vector2.ZERO
if absf(x_strength) < DEADZONE:
return Vector2(0, signf(y_strength))
if absf(y_strength) < DEADZONE:
return Vector2(signf(x_strength), 0)
if absf(x_strength) < DEADZONE: return Vector2(0, signf(y_strength))
if absf(y_strength) < DEADZONE: return Vector2(signf(x_strength), 0)
# use most recent axis press
if h_press_tick > v_press_tick:
return Vector2(signf(x_strength), 0)
else:
return Vector2(0, signf(y_strength))
if h_press_tick > v_press_tick: return Vector2(signf(x_strength), 0)
else: return Vector2(0, signf(y_strength))
func _on_loop_toggled(enabled: bool, loop_size: Rect2i) -> void:
if enabled:
x_min_wrap = loop_size.position.x
x_max_wrap = loop_size.size.x
y_min_wrap = loop_size.position.y
y_max_wrap = loop_size.size.y
wrapping = true
else: wrapping = false

View file

@ -13,6 +13,10 @@ func _state_physics_update(_delta: float) -> void:
player.velocity = direction * player.max_speed * player.speed_mult
player.move_and_slide()
if player.wrapping:
player.position.x = wrapf(player.position.x, player.x_min_wrap, player.x_max_wrap)
player.position.y = wrapf(player.position.y, player.y_min_wrap, player.y_max_wrap)
#endregion
if watch_state([WALKING]): return