diff options
Diffstat (limited to 'client/player/controllable_player.gd')
-rw-r--r-- | client/player/controllable_player.gd | 35 |
1 files changed, 18 insertions, 17 deletions
diff --git a/client/player/controllable_player.gd b/client/player/controllable_player.gd index 9db36ad4..99625762 100644 --- a/client/player/controllable_player.gd +++ b/client/player/controllable_player.gd @@ -83,7 +83,7 @@ func _process_movement(delta): var boost = Input.is_action_pressed("boost") or (Global.get_setting("gameplay.latch_boost") and boosting) - if Input.is_action_pressed("interact") or Input.is_action_just_released("interact"): + if Input.is_action_pressed("interact_left") or Input.is_action_just_released("interact_left") or Input.is_action_pressed("interact_right") or Input.is_action_just_released("interact_right"): input *= 0 else: target = Vector2i( @@ -167,8 +167,8 @@ func aabb_point_distance(mi: Vector2, ma: Vector2, p: Vector2) -> float: func update_position(_new_position: Vector2, _new_rotation: float, _new_boosting: bool): pass -func progress(position__: float, speed: float, warn: bool): - super(position__, speed, warn) +func progress(position__: float, speed: float, warn: bool, h): + super(position__, speed, warn, h) if warn: current_vibration_strength = position__ current_vibration_change = speed @@ -190,14 +190,14 @@ func _on_vibration_timeout(): Input.vibrate_handheld(100, vibration_strength) vibration_timer.start() -func put_item(tile: Tile): - super(tile) +func put_item(tile: Tile, h: int): + super(tile, h) if Global.get_setting("gameplay.vibration"): Input.start_joy_vibration(0, 0.1, 0.0, 0.075) Input.vibrate_handheld(75, 0.1) -func take_item(tile: Tile): - super(tile) +func take_item(tile: Tile, h: int): + super(tile, h) if Global.get_setting("gameplay.vibration"): Input.start_joy_vibration(0, 0.1, 0.0, 0.075) Input.vibrate_handheld(75, 0.1) @@ -210,19 +210,20 @@ func interact(): # clear last interaction if target has moved since if last_interaction != null and not last_interaction == target: - game.mp.send_tile_interact(game.player_id, last_interaction, false) + game.mp.send_tile_interact(game.player_id, last_interaction, false, 0) marker.set_interacting(false) last_interaction = null marker.set_interactive(game.get_tile_interactive(target)) marker_target = tile.item_base.global_position - if Input.is_action_just_pressed("interact") and last_interaction == null: - last_interaction = target - game.mp.send_tile_interact(game.player_id, target, true) - tile.interact() - marker.set_interacting(true) - if Input.is_action_just_released("interact"): - last_interaction = null - game.mp.send_tile_interact(game.player_id, target, false) - marker.set_interacting(false) + for h in [0, 1]: + if Input.is_action_just_pressed("interact_"+G.index_to_hand(h)) and last_interaction == null: + last_interaction = target + game.mp.send_tile_interact(game.player_id, target, true, h) + tile.interact() + marker.set_interacting(true) + if Input.is_action_just_released("interact_"+G.index_to_hand(h)): + last_interaction = null + game.mp.send_tile_interact(game.player_id, target, false, h) + marker.set_interacting(false) else: marker.visible = false |