extends TouchScreenButton func angle_to_vec(angle: float) -> Vector2: return Vector2(cos(angle), sin(angle)) func weighted_average(a: Vector2, b: Vector2, weight: float) -> Vector2: return a * weight + b * (1.0 - weight) var radius: float var center: Vector2 var event_index = -1 var in_use: bool = false var force: Vector2 = Vector2() const FRICTION = 400 onready var handle = $"%Handle" func _ready(): radius = normal.get_width() * global_scale.x / 2 center = global_position + Vector2(radius, radius) handle.global_position = center func _input(event): if event is InputEventScreenDrag || (event is InputEventScreenTouch && event.is_pressed()): var dist = event.position.distance_to(center) if dist <= radius or event.get_index() == event_index: event_index = event.get_index() in_use = true var clamped_dist = min(dist, radius) var angle = event.position.angle_to_point(center) force = angle_to_vec(angle) * clamped_dist / radius handle.global_position = center + force.normalized() * clamped_dist if event is InputEventScreenTouch and !event.is_pressed() and event.get_index() == event_index: event_index = -1 in_use = false func _process(delta): # Return the button to the center of the joystick if !in_use: handle.global_position = weighted_average(handle.global_position, center, 0.8) force = force.move_toward(Vector2.ZERO, FRICTION * delta)