godot-shooter / commit
Add actual midpoint calculation, so movement should again work on mobile.
World.gd | 11 +++++++---- 1 file changed, 7 insertions(+), 4 deletions(-) diff --git a/World.gd b/World.gd index d825fc3..ed3ce68 100644 --- a/World.gd +++ b/World.gd @@ -59,15 +59,18 @@ func get_new_item_pos() -> Vector2: func _input(event: InputEvent) -> void: if $Player.dead: return - + var size = Vector2( + ProjectSettings.get("display/window/size/width"), + ProjectSettings.get("display/window/size/height")) + var mid = Vector2(size.x / 2.0, size.y / 2.0) if event is InputEventScreenTouch && event.pressed: - var result = event.position + $Player.position - Vector2(500, 300) + var result = event.position + $Player.position - mid set_destination(result) if event is InputEventScreenDrag: - var result = event.position + $Player.position - Vector2(500, 300) + var result = event.position + $Player.position - mid set_destination(result) if event is InputEventMouseMotion: - var result = event.position + $Player.position - Vector2(500, 300) + var result = event.position + $Player.position - mid set_destination(result) func _process(_delta: float) -> void: