now only scale when actually clicking again

This commit is contained in:
Booklordofthedings 2024-08-18 11:42:39 +02:00
parent 138d4c2cfb
commit b0d6a99853

View file

@ -3,29 +3,36 @@ extends Node
@export var player : CharacterBody2D; @export var player : CharacterBody2D;
var current_selected = "none"; var current_selected = "none";
var this_frame = true;
@export var scale_duration: float = 0.5 @export var scale_duration: float = 0.5
var target_scale: Vector2 = Vector2(1, 1) var target_scale: Vector2 = Vector2(1, 1)
func _process(delta: float) -> void: func _process(delta: float) -> void:
if Input.is_action_just_pressed("click"):
if Input.is_action_just_pressed("click") and this_frame:
if current_selected == "scale_up": if current_selected == "scale_up":
scale_up() scale_up()
elif current_selected == "scale_down": elif current_selected == "scale_down":
scale_down() scale_down()
elif current_selected == "mirror": elif current_selected == "mirror":
mirror(); mirror();
this_frame = true
func select_up(): func select_up():
current_selected = "scale_up" current_selected = "scale_up"
this_frame = false
func select_down(): func select_down():
current_selected = "scale_down" current_selected = "scale_down"
this_frame = false
func select_mirror(): func select_mirror():
current_selected = "mirror" current_selected = "mirror"
this_frame = false
func scale_up(): func scale_up():
if player: if player: