38 lines
1.2 KiB
GDScript
38 lines
1.2 KiB
GDScript
class_name Player extends CharacterBody2D
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const DEADZONE = 0.1
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@export var max_speed: float = 300.0
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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var state_machine: StateMachine = $StateMachine
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var h_press_tick: int = 0 ## last time horizontal axis was pressed
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var v_press_tick: int = 0 ## last time vertical axis was pressed
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("move_left") or event.is_action_pressed("move_right"):
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h_press_tick = Time.get_ticks_msec()
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if event.is_action_pressed("move_up") or event.is_action_pressed("move_down"):
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v_press_tick = Time.get_ticks_msec()
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func get_movement_vector() -> Vector2:
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var x_strength: float = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
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var y_strength: float = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
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if abs(x_strength) < DEADZONE and abs(y_strength) < DEADZONE:
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return Vector2.ZERO
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if abs(x_strength) < DEADZONE:
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return Vector2(0, signf(y_strength))
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if abs(y_strength) < DEADZONE:
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return Vector2(signf(x_strength), 0)
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# use most recent axis press
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if h_press_tick > v_press_tick:
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return Vector2(signf(x_strength), 0)
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else:
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return Vector2(0, signf(y_strength))
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