From b3e1bc1a4588e6ce491ff778d058950f63594341 Mon Sep 17 00:00:00 2001 From: betalars Date: Sat, 6 Jun 2026 20:36:35 +0200 Subject: [PATCH] updating action names in player controller --- src/logic-scenes/player_controller/player_controller.gd | 9 +++++---- src/project.godot | 2 +- 2 files changed, 6 insertions(+), 5 deletions(-) diff --git a/src/logic-scenes/player_controller/player_controller.gd b/src/logic-scenes/player_controller/player_controller.gd index be542f12..68cdc0bd 100644 --- a/src/logic-scenes/player_controller/player_controller.gd +++ b/src/logic-scenes/player_controller/player_controller.gd @@ -198,8 +198,9 @@ func _physics_process(delta: float): _handle_jitter(delta) func _handle_movement(_delta:float): - var input:Vector2 = Vector2(Input.get_action_strength("player_right") - Input.get_action_strength("player_left"), - Input.get_action_strength("player_backwards")*0.8 - Input.get_action_strength("player_forwards")) + #TODO: change this to the Four-Axis call with SteamInput! + var input:Vector2 = Vector2(Input.get_action_strength("walk_right") - Input.get_action_strength("walk_left"), + Input.get_action_strength("walk_negative")*0.8 - Input.get_action_strength("walk_positive")) if input.length()>1: input = input.normalized() @@ -215,7 +216,7 @@ func _handle_movement(_delta:float): func _handle_rotation(delta:float): var smoothness = min(3, 60.0/Engine.get_frames_per_second()) - var input_speed := Vector2( Input.get_action_strength("look_right")-Input.get_action_strength("look_left"), Input.get_action_strength("look_up")-Input.get_action_strength("look_down")) * gamepad_response + var input_speed := Vector2( Input.get_action_strength("look_right")-Input.get_action_strength("look_left"), Input.get_action_strength("look_positive")-Input.get_action_strength("look_negative")) * gamepad_response # secretly, inverted y axis is the default if not State.inverty_y_axis: input_speed *= Vector2(1, -1) @@ -275,7 +276,7 @@ func _input(event: InputEvent) -> void: elif Input.is_action_just_pressed("zoom_out_mouse"): zoomed = false - if event.is_action_pressed("collect_memento_ui") or event.is_action_pressed("option_memento_ui"): + if event.is_action_pressed("interact") or event.is_action_pressed("summarize"): if focus_ray.is_colliding(): var collider := focus_ray.get_collider() if collider is Interactable: diff --git a/src/project.godot b/src/project.godot index f554edea..4c97d517 100644 --- a/src/project.godot +++ b/src/project.godot @@ -185,7 +185,7 @@ toggle_fullscreen={ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194342,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) ] } -collect_memento_ui={ +interact={ "deadzone": 0.2, "events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null) , Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":false,"script":null)