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🧹 Rename var total_input to direction

This commit is contained in:
Steffo 2022-04-02 21:51:41 +02:00
parent a5aafc99b4
commit 1fba3e5bd7
Signed by: steffo
GPG key ID: 6965406171929D01

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@ -8,14 +8,14 @@ onready var target: KinematicBody2D = get_parent()
func _physics_process(_delta): func _physics_process(_delta):
var total_input = Vector2.ZERO var direction = Vector2.ZERO
total_input += Input.get_action_strength("player_move_up") * Vector2.UP direction += Input.get_action_strength("player_move_up") * Vector2.UP
total_input += Input.get_action_strength("player_move_down") * Vector2.DOWN direction += Input.get_action_strength("player_move_down") * Vector2.DOWN
total_input += Input.get_action_strength("player_move_left") * Vector2.LEFT direction += Input.get_action_strength("player_move_left") * Vector2.LEFT
total_input += Input.get_action_strength("player_move_right") * Vector2.RIGHT direction += Input.get_action_strength("player_move_right") * Vector2.RIGHT
# If using a controller, allow going slower than the default speed, but not faster # If using a controller, allow going slower than the default speed, but not faster
# Basically, "cap" movement at 1 # Basically, "cap" movement at 1
if total_input.length() > 1: if direction.length() > 1:
total_input.normalized() direction.normalized()
var _motion: Vector2 = target.move_and_slide(total_input * movement_per_second, Vector2.ZERO) var _motion: Vector2 = target.move_and_slide(direction * movement_per_second, Vector2.ZERO)