a game about throwing hammers made for the github game off
Diffstat (limited to 'ui/components/aim/aim.gd')
-rw-r--r--ui/components/aim/aim.gd44
1 files changed, 22 insertions, 22 deletions
diff --git a/ui/components/aim/aim.gd b/ui/components/aim/aim.gd
index 4fdaf6c..c858fec 100644
--- a/ui/components/aim/aim.gd
+++ b/ui/components/aim/aim.gd
@@ -13,29 +13,29 @@ var cancel_left_time := cancel_time
@export var arrow: Line2D
@export var enabled := true:
- set(p_e):
- enabled = p_e
- set_process(enabled)
+ set(p_e):
+ enabled = p_e
+ set_process(enabled)
func _ready() -> void:
- enabled = enabled # trigger the setter
+ enabled = enabled # trigger the setter
func _process(delta: float) -> void:
- var v := Vector2(Input.get_axis(&"left", &"right"), Input.get_axis(&"up", &"down"))
- if Input.is_action_pressed("ui_cancel"):
- cancel_left_time = cancel_time
- cancel.emit()
- return
- if v.is_zero_approx():
- v.x = Globals.player.sprite.scale.x # default to current facing direction
- elif Util.is_in_range(v.y, 0.9, 1) and Util.is_in_range(v.x, -0.1, 0.1) and Globals.player.is_on_floor():
- cancel_left_time -= delta
- if cancel_left_time < 0:
- cancel_left_time = cancel_time
- cancel.emit()
- return
- var angle := v.angle()
- current_rotation = angle
- arrow.rotation = angle
- if Input.is_action_just_released(&"throw"):
- throw.emit(angle)
+ var v := Vector2(Input.get_axis(&"left", &"right"), Input.get_axis(&"up", &"down"))
+ if Input.is_action_pressed("ui_cancel"):
+ cancel_left_time = cancel_time
+ cancel.emit()
+ return
+ if v.is_zero_approx():
+ v.x = Globals.player.sprite.scale.x # default to current facing direction
+ elif Util.is_in_range(v.y, 0.9, 1) and Util.is_in_range(v.x, -0.1, 0.1) and Globals.player.is_on_floor():
+ cancel_left_time -= delta
+ if cancel_left_time < 0:
+ cancel_left_time = cancel_time
+ cancel.emit()
+ return
+ var angle := v.angle()
+ current_rotation = angle
+ arrow.rotation = angle
+ if Input.is_action_just_released(&"throw"):
+ throw.emit(angle)