ft: drag to move
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@@ -24,7 +24,7 @@ var isAlive: bool = true
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@onready var invulnerable_cooldown_timer: Timer = $InvulnerableCooldownTimer
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var hasiframes: bool = false # only used for iframe after collision for now
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var target = Vector2.ZERO # either vector2 or Node2D
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var updating_target: bool = false
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var updating_target: bool = false # TODO: overhaul; make own node/script and actually expand logic properly
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func _ready() -> void:
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var screen_size = get_viewport_rect().size
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@@ -38,9 +38,6 @@ func _ready() -> void:
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func _input(event):
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# TODO: only does clicks/taps; accept mouse drags
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
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target = get_global_mouse_position()
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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# start tracking
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@@ -50,9 +47,6 @@ func _input(event):
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# stop tracking
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updating_target = false
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if updating_target and event is InputEventMouseMotion:
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target = get_global_mouse_position()
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func _physics_process(delta):
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var pos
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if typeof(target) == TYPE_VECTOR2:
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@@ -78,6 +72,9 @@ func _process(delta):
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if self.rotation != self.desired_rotation:
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self.rotation = lerp_angle(self.rotation, self.desired_rotation, clampf(4 * delta, 0, 1))
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if typeof(target) == TYPE_VECTOR2 and updating_target:
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target = get_global_mouse_position()
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func try_attack() -> void:
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if not can_attack:
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