Cows-Revenge/Scenes/Menu/input_control.gd
2017-08-03 23:20:13 +01:00

139 lines
No EOL
3 KiB
GDScript

extends Node2D
# UP
func _on_Bttn_U_pressed():
var a = InputEvent()
a.type = InputEvent.ACTION
a.set_as_action("ui_up", true)
get_node("Control/Viewport").input(a)
#Input.action_press("ui_up")
func _on_Bttn_U_released():
var a = InputEvent()
a.type = InputEvent.ACTION
a.set_as_action("ui_up", false)
get_node("Control/Viewport").input(a)
#Input.action_release("ui_up")
# DOWN
func _on_Bttn_D_pressed():
var a = InputEvent()
a.type = InputEvent.ACTION
a.set_as_action("ui_down", true)
get_node("Control/Viewport").input(a)
#Input.action_press("ui_down")
func _on_Bttn_D_released():
var a = InputEvent()
a.type = InputEvent.ACTION
a.set_as_action("ui_down", false)
get_node("Control/Viewport").input(a)
#Input.action_release("ui_down")
# RIGHT
func _on_Bttn_R_pressed():
var a = InputEvent()
a.type = InputEvent.ACTION
a.set_as_action("ui_right", true)
get_node("Control/Viewport").input(a)
#Input.action_press("ui_right")
func _on_Bttn_R_released():
var a = InputEvent()
a.type = InputEvent.ACTION
a.set_as_action("ui_right", false)
get_node("Control/Viewport").input(a)
#Input.action_release("ui_right")
# LEFT
func _on_Bttn_L_pressed():
var a = InputEvent()
a.type = InputEvent.ACTION
a.set_as_action("ui_left", true)
get_node("Control/Viewport").input(a)
#Input.action_press("ui_left")
func _on_Bttn_L_released():
var a = InputEvent()
a.type = InputEvent.ACTION
a.set_as_action("ui_left", false)
get_node("Control/Viewport").input(a)
#Input.action_release("ui_left")
# JUMP
func _on_Bttn_A_pressed():
var a = InputEvent()
a.type = InputEvent.ACTION
a.set_as_action("ui_jump", true)
get_node("Control/Viewport").input(a)
#Input.action_press("ui_jump")
func _on_Bttn_A_released():
var a = InputEvent()
a.type = InputEvent.ACTION
a.set_as_action("ui_jump", false)
get_node("Control/Viewport").input(a)
#Input.action_release("ui_jump")
# DOWN_RIGHT
func _on_Bttn_DR_pressed():
_on_Bttn_D_pressed()
_on_Bttn_R_pressed()
func _on_Bttn_DR_released():
_on_Bttn_D_released()
_on_Bttn_R_released()
# DOWN_LEFT
func _on_Bttn_DL_pressed():
_on_Bttn_D_pressed()
_on_Bttn_L_pressed()
func _on_Bttn_DL_released():
_on_Bttn_D_released()
_on_Bttn_L_released()
# SHOOT
func _on_Bttn_S_pressed():
var a = InputEvent()
a.type = InputEvent.ACTION
a.set_as_action("ui_shoot", true)
get_node("Control/Viewport").input(a)
#Input.action_press("ui_shoot")
func _on_Bttn_S_released():
var a = InputEvent()
a.type = InputEvent.ACTION
a.set_as_action("ui_shoot", false)
get_node("Control/Viewport").input(a)
#Input.action_release("ui_shoot")
# MIX
func _on_Bttn_AS_pressed():
var a = InputEvent()
a.type = InputEvent.ACTION
a.set_as_action("ui_change_weapon", true)
get_node("Control/Viewport").input(a)
#Input.action_press("ui_change_weapon")
func _on_Bttn_AS_released():
var a = InputEvent()
a.type = InputEvent.ACTION
a.set_as_action("ui_change_weapon", false)
get_node("Control/Viewport").input(a)
#Input.action_release("ui_change_weapon")