project_teddy/joystick/virtual_joystick.gd

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2023-03-20 21:33:15 -06:00
class_name VirtualJoystick
extends Control
# https://github.com/MarcoFazioRandom/Virtual-Joystick-Godot
#### EXPORTED VARIABLE ####
## The color modulation of the button when the joystick is in use. See [member CanvasItem.modulate].
@export var pressed_color: Color = Color.GRAY
## If the input is inside this range, the output is zero.
@export_range(0, 200, 1) var deadzone_size : float = 10
## The max distance the tip can reach.
@export_range(0, 500, 1) var clampzone_size : float = 75
enum JoystickMode {
FIXED, ## The joystick doesn't move. Default.
DYNAMIC ## Every time the joystick area is pressed, the joystick position is set on the touched position.
}
## Whether the joystick should move on pressed.
@export var joystick_mode: JoystickMode = JoystickMode.FIXED
enum VisibilityMode {
ALWAYS, ## Always visible. Default.
TOUCHSCREEN_ONLY ## Visible on touch screens only.
}
## Whether or not the joystick is visible if there is no touchscreen
@export var visibility_mode: VisibilityMode = VisibilityMode.ALWAYS
## If [code]true[/code], the value returned from [method Input.get_axis] using
## [member action_left], [member action_right], [member action_up], and [member action_down]
## are overridden with [member output] for each axis such that
## [code]Input.get_axis(action_left, action_right)[/code] should always equal [member output.x] and
## [code]Input.get_axis(action_up, action_down)[/code] should always equal [member output.y][br]
## See [b]Project → Project Settings → Input Map[/b][br]
## If you want to change the hotkeys for the default actions make sure [b]Show Built-in Action[/b] is checked.
@export var use_input_actions := true
## Input action for left direction
@export var action_left := "ui_left"
## Input action for right direction
@export var action_right := "ui_right"
## Input action for up direction
@export var action_up := "ui_up"
## Input action for down direction
@export var action_down := "ui_down"
#### PUBLIC VARIABLES ####
## If [code]true[/code], the joystick's state is pressed. Means the joystick will receive inputs.
var pressed := false : get = is_pressed
func is_pressed() -> bool:
return pressed
## Current position of the joystick. The value's length ranges from [code]0[/code] to [code]1.0[/code].
var output := Vector2.ZERO : get = get_output
func get_output() -> Vector2:
return output
#### PRIVATE VARIABLES ####
var _touch_index : int = -1
@onready var _base := $Base
@onready var _tip := $Base/Tip
@onready var _base_radius = _base.size * _base.get_global_transform_with_canvas().get_scale() / 2
@onready var _base_default_position : Vector2 = _base.position
@onready var _tip_default_position : Vector2 = _tip.position
@onready var _default_color : Color = _tip.modulate
#### FUNCTIONS ####
func _ready() -> void:
if not DisplayServer.is_touchscreen_available() and visibility_mode == VisibilityMode.TOUCHSCREEN_ONLY:
hide()
func _input(event: InputEvent) -> void:
if event is InputEventScreenTouch:
if event.pressed:
if _is_point_inside_joystick_area(event.position) and _touch_index == -1:
if joystick_mode == JoystickMode.DYNAMIC or (joystick_mode == JoystickMode.FIXED and _is_point_inside_base(event.position)):
if joystick_mode == JoystickMode.DYNAMIC:
_move_base(event.position)
_touch_index = event.index
_tip.modulate = pressed_color
_update_joystick(event.position)
get_viewport().set_input_as_handled()
elif event.index == _touch_index:
_reset()
get_viewport().set_input_as_handled()
elif event is InputEventScreenDrag:
if event.index == _touch_index:
_update_joystick(event.position)
get_viewport().set_input_as_handled()
func _move_base(new_position: Vector2) -> void:
_base.global_position = new_position - _base.pivot_offset * get_global_transform_with_canvas().get_scale()
func _move_tip(new_position: Vector2) -> void:
_tip.global_position = new_position - _tip.pivot_offset * _base.get_global_transform_with_canvas().get_scale()
func _is_point_inside_joystick_area(point: Vector2) -> bool:
var x: bool = point.x >= global_position.x and point.x <= global_position.x + (size.x * get_global_transform_with_canvas().get_scale().x)
var y: bool = point.y >= global_position.y and point.y <= global_position.y + (size.y * get_global_transform_with_canvas().get_scale().y)
return x and y
func _is_point_inside_base(point: Vector2) -> bool:
var center : Vector2 = _base.global_position + _base_radius
var vector : Vector2 = point - center
if vector.length_squared() <= _base_radius.x * _base_radius.x:
return true
else:
return false
func _update_joystick(touch_position: Vector2) -> void:
var center : Vector2 = _base.global_position + _base_radius
var vector : Vector2 = touch_position - center
vector = vector.limit_length(clampzone_size)
_move_tip(center + vector)
if vector.length_squared() > deadzone_size * deadzone_size:
pressed = true
output = (vector - (vector.normalized() * deadzone_size)) / (clampzone_size - deadzone_size)
else:
pressed = false
output = Vector2.ZERO
if use_input_actions:
_update_input_actions()
func _update_input_actions():
if output.x < 0:
Input.action_press(action_left, -output.x)
elif Input.is_action_pressed(action_left):
Input.action_release(action_left)
if output.x > 0:
Input.action_press(action_right, output.x)
elif Input.is_action_pressed(action_right):
Input.action_release(action_right)
if output.y < 0:
Input.action_press(action_up, -output.y)
elif Input.is_action_pressed(action_up):
Input.action_release(action_up)
if output.y > 0:
Input.action_press(action_down, output.y)
elif Input.is_action_pressed(action_down):
Input.action_release(action_down)
func _reset():
pressed = false
output = Vector2.ZERO
_touch_index = -1
_tip.modulate = _default_color
_base.position = _base_default_position
_tip.position = _tip_default_position
if use_input_actions:
if Input.is_action_pressed(action_left):
Input.action_release(action_left)
if Input.is_action_pressed(action_right):
Input.action_release(action_right)
if Input.is_action_pressed(action_down):
Input.action_release(action_down)
if Input.is_action_pressed(action_up):
Input.action_release(action_up)
func _on_button_pressed():
Input.action_press("jump")