There are not many things more essential to a video game, than the user input. In fact, it is what differentiates video games from any other medium. So obviously, input plays a major role in game development. Now in this post, I want to talk about the different ways, in which you can handle input in Godot. Also, we want to take a look at the different input methods too. There are some differences when it comes to the two approaches.
But we will touch on them later on. Generally, I would recommend to always work with the Input Map in Godot. An Input Map is useful for a variety of reasons. For example, you may want different buttons to perform the same action.
This is no problem with the Input Map. Or if you want your players to customize their controls, you also should use the Input Map check the aforementioned tutorial for that too. There is not really an argument for not using the Input Map, as far as I am concerned. But for the sake of completion, I will also show, how you can do it with the key directly.
I will show you the code for the key directly, as well as via the Input Map. Again, if you are not sure how to do that, please have a look here first. When that is done, you can refer to it like this:. There are different possibilities when it comes to how exactly you want to handle the inputs. For example, you can use the following code to refer to the input only once in the first frame and the last frame respectively do not forget to set up the aforementioned Input Map.
Check out the official documentation for more information on the different methods.
Make Mouse Sprite Point in Player Move Direction
There is also the possibility to register mouse inputs.Guys, hello. There is a trouble with making my weapon looking at the mouse. I think, it is because it rotates relative to viewport, not the character. If you add Camera2d node to demo "Look at pointer", you'll see the same problem. Oh wait, I didn't notice that you were talking about the mouse position. In that case local is the position in the viewport from 0,0 to height,widthand global is the position in the actual game. So if the viewport say a camera for example was to move around but the mouse stood still, then the local mouse position wouldn't change but the global would.
May I ask you for your contact twitter, e-mail, something because i'm sure that I will have questions about godot? Why it so hard? I saw an example "LookAtMouse", there is no need to talk about it. It moves weird, right. So how can I solve it? Have you set the rotation point of sprite? Please log in or register to add a comment. Please log in or register to answer this question.
All categories Engine 13, Projects 1, Gossip The reason for this small tutorial is to clear up many common mistakes about input coordinates, obtaining mouse position and screen resolution, etc. However, it does not make as much sense outside of that scope. Godot uses viewports to display content, and viewports can be scaled by several options see Multiple resolutions tutorial.
Use, then, the functions in nodes to obtain the mouse coordinates and viewport size, for example:. When the mouse mode is set to Input. Use event. How much does it cost? What are the license terms? Which platforms are supported by Godot?
Which programming languages are supported in Godot? What is GDScript and why should I use it? What were the motivations behind creating GDScript?
What type of 3D model formats does Godot support? How should assets be created to handle multiple resolutions and aspect ratios? How can I extend Godot? I would like to contribute! How can I get started? I have a great idea for Godot.
How can I share it? How can I support Godot development or contribute? Who is working on Godot? How can I contact you?
Documentation changelog New tutorials since version 3.This is the documentation for the stable 3. Looking for the documentation of the current development branch? Have a look here. You can also browse the documentation for the the stable 2.
Welcome to the official documentation of Godot Engine, the free and open source community-driven 2D and 3D game engine! If you are new to this documentation, we recommend that you read the introduction page to get an overview of what this documentation has to offer. The table of contents below and in the sidebar should let you easily access the documentation for your topic of interest.
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How much does it cost? What are the license terms? Which platforms are supported by Godot? Which programming languages are supported in Godot?
What is GDScript and why should I use it? What were the motivations behind creating GDScript? What type of 3D model formats does Godot support? How should assets be created to handle multiple resolutions and aspect ratios? How can I extend Godot?
Godot Keyboard and Mouse Button Input Programming
I would like to contribute! How can I get started? I have a great idea for Godot. How can I share it? How can I support Godot development or contribute? Who is working on Godot?Inherits: Object. A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Note: This method will not cause any Node. Adds a new mapping entry in SDL2 format to the mapping database. Optionally update already connected devices.
If the device has an accelerometer, this will return the acceleration. Otherwise, it returns an empty Vector3. Note this method returns an empty Vector3 when running from the editor even when your device has an accelerometer.
You must export your project to a supported device to read values from the accelerometer. Returns a value between 0 and 1 representing the intensity of the given action.
In a joypad, for example, the further away the axis analog sticks or L2, R2 triggers is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis as the keyboard, the value returned will be 0 or 1. Returns an Array containing the device IDs of all currently connected joypads. Returns the currently assigned cursor shape see CursorShape. If the device has an accelerometer, this will return the gravity.
Returns the current value of the joypad axis at given index see JoystickList. Receives a JoystickList axis and returns its equivalent name as a string. Receives a gamepad button from JoystickList and returns its equivalent name as a string. Returns "Default Gamepad" otherwise. Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.
Returns the mouse speed for the last time the cursor was moved, and this until the next frame where the mouse moves. This means that even if the mouse is not moving, this function will still return the value of the last motion. If the device has a magnetometer, this will return the magnetic field strength in micro-Tesla for all axes. Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Returns true if you are pressing the action event.
Godot Tutorial – Dragging the player with the mouse
Note that if an action has multiple buttons assigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed.In the post Godot Tutorial — Part 5: Player movementwe saw how to move the player using keyboard and joypad. In the comments of that tutorial, a reader asked for suggestions on how to move the player by dragging it around with the mouse. In this small bonus tutorial, we will see how to drag KinematicBody2D nodes.
First thing, select the Player node. We will use the press and release of the left mouse button respectively to begin and end player dragging. First, we will need a variable to store whether dragging is active or not. Write this code next to the declaration of the speed variable:. The working of this function is simple: when an InputEventMouseButton event is detected i.
This function inherited from Node is called when any input is detected. We must implement this function because it can happen that the mouse button is released when the pointer is outside the player. The code is very similar to the previous function, but we only handle the release of the mouse button. Otherwise, player dragging would start by clicking anywhere on the screen.
The code we wrote works, but it allows us to move the player much faster than when we use the keyboard or the joypad. So, we want to limit the speed to the value set in the speed variable. To do this, we need to check if the calculated movement is greater than what is possible at maximum speed. In this tutorial, we have learned how to use mouse events to move a KinematicBody2D node by dragging it across the screen. With a few minor modifications, it is also possible to create a point and click movement system I leave this as an exercise, but if you need help, leave a comment below.
Have you enabled the Pickable property of the Player node? Your solution does not implement dragging. With your code, the player moves by clicking anywhere in the window. Do we have to manually connect the signal for this? Try to check if at least one collision layer is selected for Player you can find it in the Inspectorin the PhysicsBody2D section.
I should take a look at your project to be able to help you… if you can upload it somewhere on Dropbox or Google Drive for example and send me the link I will. After mucking around, I found out the issues:. This page is linked from Part 5. At that point, CollisionShape2D has not been added in the tutorial yet it is added in the next chapter. The other issue was when I added ColorRect node under Root node.
By default, its MouseFilter mode is set to stop, which means it will catch any mouse events and stop it from being handled by any other nodes. As soon as possible I update the tutorial to report this thing, thanks for the feedback!
It was written in the tutorial where the ColorRect is added:. Hopefully I can finish it soon. You have one of the better tutorial for godot beginner like me in my opinion, so thank you! Hi angel, I could not give you a comprehensive answer in a comment, but you gave me an idea for a tutorial!Godot 3.0 Point & Click 2D Movement Tutorial
In the next few days I will write something about it. Given the limited free time available, it took me longer than expected… but if you are still interested, here you can find the tutorial on Angry Birds-style movement: How to make a slingshot using a RigidBody2D. Your email address will not be published. Notify me of followup comments via e-mail.I have a player which moves left, right and can jump. It moves based on where the user clicks, e. I have set a custom sprite to follow the mouse cursor.
However, I want the cursor to rotate based on where it is relative to the player, for example when the cursor is to the left of the player it points left, and rotates as the cursor moves up or down. I also want the pivot point of the sprite to be the mouse cursor. So even though it rotates relative to it's distance and angle to the player sprite, the pivot point that it rotates around should be the mouse cursor.
Maths isn't exactly my strong point, so I was wondering if I could get some help? You just need to pass it a position and then it will rotate the Node2D to point at it. That is what I would try at least. Hopefully this helps! Wow, that did the trick! Thank you!
Toggle navigation Godot Forum. Categories Discussions Activity Sign In. FelineFowl Posts: 4 Member. November in Programming.
Many thanks! TwistedTwigleg Posts: 2, Admin. November Might help