Step by step - Using signals

This commit is contained in:
Laegnur 2024-09-11 19:03:50 +02:00
parent 6240748512
commit 9753d64712
Signed by: laegnur
GPG key ID: F8FE83A0B2D932A3
12 changed files with 46 additions and 25 deletions

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@ -11,7 +11,7 @@ config_version=5
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config/name="Godot Docs"
run/main_scene="res://scenes/main.tscn"
run/main_scene="res://scenes/balls.tscn"
config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.png"

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scenes/button.tscn Normal file
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[node name="Timer" type="Timer" parent="Icon"]
autostart = true
[node name="Button" type="Button" parent="."]
offset_left = 48.0
offset_top = 33.0
offset_right = 238.0
offset_bottom = 108.0
text = "Toggle motion"
[connection signal="pressed" from="Button" to="Icon" method="_on_button_pressed"]

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@ -3,17 +3,19 @@ extends Sprite2D
var speed = 400
var angular_speed = PI
func _ready():
var timer = get_node("Timer")
timer.timeout.connect(_on_timer_timeout)
func _process(delta: float) -> void:
var direction = 0
if Input.is_action_pressed("ui_left"):
direction = -1
if Input.is_action_pressed("ui_right"):
direction = 1
rotation += angular_speed * direction * delta
var velocity = Vector2.ZERO
if Input.is_action_pressed("ui_up"):
velocity = Vector2.UP.rotated(rotation) * speed
rotation += angular_speed * delta
var velocity = Vector2.UP.rotated(rotation) * speed
position += velocity * delta
func _on_button_pressed() -> void:
set_process(not is_processing())
func _on_timer_timeout():
visible = not visible