button?
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@@ -1,17 +1,54 @@
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# This script controls a top-down player character using input and rotates towards the mouse or right stick.
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extends CharacterBody2D
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# Player movement speed (pixels per second)
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@export var speed = 200
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const SPEED = 300.0
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@export var friction = 16
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# Rotation speed (radians per second) - adjust for desired rotation speed
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@export var rotation_speed = PI * 4 # Rotate 2 full circles per second
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func _physics_process(delta: float) -> void:
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# Use mouse for rotation? If false, uses gamepad right stick.
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@export var rotate_with_mouse = true
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_vector("ui_left", "ui_right","ui_up", "ui_down")
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if direction:
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velocity = direction * SPEED
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# Called every physics frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta):
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# --- Movement Logic ---
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var input_vector = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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# Set the velocity based on input
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if input_vector != Vector2.ZERO:
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velocity = input_vector * speed
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else:
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velocity = lerp(velocity, Vector2.ZERO, 0.75)
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# If no input, stop the player (optional, you might want friction instead)
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velocity = lerp(velocity, Vector2.ZERO, friction * delta)
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# Move the player and handle collisions using CharacterBody2D's move_and_slide
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move_and_slide()
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# --- Rotation Logic ---
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var target_rotation_direction = Vector2.ZERO
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if rotate_with_mouse:
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# Get the mouse position in world coordinates
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var mouse_position = get_global_mouse_position()
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# Calculate the direction vector from the player to the mouse
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target_rotation_direction = global_position.direction_to(mouse_position)
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else:
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# Get right analog stick input
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target_rotation_direction = Input.get_vector("rotate_left", "rotate_right", "rotate_up", "rotate_down")
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# If there is a valid rotation direction (either from mouse or stick input)
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if target_rotation_direction != Vector2.ZERO:
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# Calculate the target rotation angle in radians
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var target_angle = target_rotation_direction.angle()
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# Smoothly rotate the player towards the target angle
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# Using lerp_angle for smooth interpolation of angles
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rotation = lerp_angle(rotation, target_angle, rotation_speed * delta)
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# Note: Make sure you have input actions configured in Project Settings -> Input Map:
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# - "move_up", "move_down", "move_left", "move_right" for movement.
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# - If not using mouse rotation, add "rotate_up", "rotate_down", "rotate_left", "rotate_right"
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# and map them to the right analog stick axes (e.g., Joy Axis 4- for left, Joy Axis 4+ for right, etc.)
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