godot-shooter / commit
Simplify controls a bit.
World.gd | 23 ++++++++++++----------- 1 file changed, 12 insertions(+), 11 deletions(-) diff --git a/World.gd b/World.gd index 4df1530..18aa88a 100644 --- a/World.gd +++ b/World.gd @@ -32,22 +32,23 @@ func add_new_enemy(should_be_visible: bool = false) -> void: add_child(enemy) func _input(event: InputEvent) -> void: - if event is InputEventScreenTouch: - if event.pressed && !$Player.dead: - var result = event.position + $Player.position - Vector2(500, 300) - set_destination(result) - elif event is InputEventScreenDrag: - if !$Player.dead: - var result = event.position + $Player.position - Vector2(500, 300) - set_destination(result) + if $Player.dead: + return + + if event is InputEventScreenTouch && event.pressed: + var result = event.position + $Player.position - Vector2(500, 300) + Utils.log("set1", result) + set_destination(result) + if event is InputEventScreenDrag: + var result = event.position + $Player.position - Vector2(500, 300) + Utils.log("set2", result) + set_destination(result) if event is InputEventMouseMotion: var result = event.position + $Player.position - Vector2(500, 300) + Utils.log("set3", result) set_destination(result) func _process(_delta: float) -> void: - if Input.is_action_just_pressed("click") and !$Player.dead: - var pos = get_global_mouse_position() - set_destination(pos) if Input.is_action_just_pressed("pause"): get_tree().paused = true Input.mouse_mode = Input.MOUSE_MODE_VISIBLE