Issues with Touchscreen controller after releasing and the way of object's turning

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:bust_in_silhouette: Asked By mdswamp

Hi.
after adding touchscreen controller to scene, 2 issues appeared:

  1. after releasing touchscreen controller, character keeps moving and does not stop and it affects on keyboard input key as well (i could fixed this with “is_action_just_released” command for keyboard’s input keys, but it wasn’t a general solution for this problem)
  2. character change its direction in U turn and not instantly.

how should i fix these problems? (especially first one), Thank You.

(I used controller codes from godot’s templates made by Jakub Grzesik)

codes for moving KinematicBody2D:

func _physics_process(delta):
        if Input.is_action_pressed("ui_right"):
           velocity.x += 1
        if Input.is_action_pressed("ui_left"):
           velocity.x -= 1
        if Input.is_action_pressed("ui_down"):
           velocity.y += 1
        if Input.is_action_pressed("ui_up"):
           velocity.y -= 1

  velocity += outer_velocity

  if velocity.length() > 0:
     velocity = velocity.normalized()*speed*delta
  motion = move_and_collide(velocity)
  if (motion):
     motion = move_and_slide(velocity * 60)

#### Touch Controller Function
func analog_force_change(inForce, inStick):
	if(inStick.get_name()=="Directions"):
		if inForce.length() < 0.1:
			outer_velocity = Vector2(0,0) 
		else:
			outer_velocity.x = inForce.x
			outer_velocity.y = -inForce.y
		#Convert outer velocity to 0 , 1 , -1 

		outer_velocity.x = int(round(outer_velocity.x))
		outer_velocity.y = int(round(outer_velocity.y))

		outer_velocity.x = stepify(outer_velocity.x, 1)
		outer_velocity.y = stepify(outer_velocity.y, 1)
		#print(outer_velocity)

Touchscreen Controller code:

extends Node2D

const INACTIVE_IDX = -1;
export var isDynamicallyShowing = false
export var listenerNodePath = "/root/PvPD/Player01D"
export var padname = ""

var ball
var bg 
var animation_player
var parent
var listenerNode

var centerPoint = Vector2(0,0)
var currentForce = Vector2(0,0)
var halfSize = Vector2()
var ballPos = Vector2()
var squaredHalfSizeLength = 0
var currentPointerIDX = INACTIVE_IDX;

func _ready():
	set_process_input(true)
	bg = get_node("Back")
	ball = get_node("Ball")
	animation_player = get_node("DirectionAnim")
	parent = get_parent()
	halfSize = bg.texture.get_size()/2
	squaredHalfSizeLength = halfSize.x * halfSize.y
	
	if (listenerNodePath != "" && listenerNodePath!=null):
		listenerNodePath = get_node(listenerNodePath)
	elif listenerNodePath=="":
		listenerNodePath = null

#	isDynamicallyShowing = isDynamicallyShowing and parent extends Control
	if isDynamicallyShowing:
		modulate.a = 0
#		hide()

func get_force():
	return currentForce
	
func _input(event):
	
	var incomingPointer = extractPointerIdx(event)
	#print(incomingPointer)
	
	if incomingPointer == INACTIVE_IDX:
		return
	
	if need2ChangeActivePointer(event):
		if (currentPointerIDX != incomingPointer) and event.is_pressed():
			currentPointerIDX = incomingPointer;
			showAtPos(Vector2(event.position.x, event.position.y));

	var theSamePointer = currentPointerIDX == incomingPointer
	if isActive() and theSamePointer:
		process_input(event)

func need2ChangeActivePointer(event): #touch down inside analog	
	if event is InputEventMouseButton or event is InputEventScreenTouch:
		if isDynamicallyShowing:
			#print(get_parent().get_global_rect())
			return get_parent().get_global_rect().has_point(Vector2(event.position.x, event.position.y))
		else:
			var length = (global_position - Vector2(event.position.x, event.position.y)).length_squared();
			return length < squaredHalfSizeLength
	else:
	 	return false

func isActive():
	return currentPointerIDX != INACTIVE_IDX

func extractPointerIdx(event):
	var touch = event is InputEventScreenTouch
	var drag = event is InputEventScreenDrag
	var mouseButton = event is InputEventMouseButton
	var mouseMove = event is InputEventMouseMotion
	
	#print(event)
	if touch or drag:
		return 1
	elif mouseButton or mouseMove:
		#plog("SOMETHING IS VERYWRONG??, I HAVE MOUSE ON TOUCH DEVICE")
		return 0
	else:
		return INACTIVE_IDX
		
func process_input(event):
	calculateForce(event.position.x - global_position.x, event.position.y - global_position.y)
	updateBallPos()

	var isReleased = isReleased(event)
	if isReleased:
		reset()


func reset():
	currentPointerIDX = INACTIVE_IDX
	calculateForce(0, 0)

	if isDynamicallyShowing:
		hide()
	else:
		updateBallPos()

func showAtPos(pos):
	if isDynamicallyShowing:
		animation_player.play("FadeIn", 0.2)
		global_position = pos
	
func hide():
	animation_player.play("FadeOut", 0.2) 

func updateBallPos():
	ballPos.x = halfSize.x * currentForce.x #+ halfSize.x
	ballPos.y = halfSize.y * -currentForce.y #+ halfSize.y
	ball.position = Vector2(ballPos.x, ballPos.y)

func calculateForce(var x, var y):
	#get direction
	currentForce.x = (x - centerPoint.x)/halfSize.x
	currentForce.y = -(y - centerPoint.y)/halfSize.y
	#print(currentForce.x, currentForce.y)
	#limit 
	#print(currentForce.length_squared())
	if currentForce.length_squared()>1:
		currentForce=currentForce/currentForce.length()
	
	sendSignal2Listener()

func sendSignal2Listener():
	if (listenerNodePath != null):
		listenerNodePath.analog_force_change(currentForce, self)

func isPressed(event):
	if event is InputEventMouseMotion:
		return (InputEventMouse.button_mask == 1)
	elif event is InputEventScreenTouch:
		return event.is_pressed()

func isReleased(event):
	if event is InputEventScreenTouch:
		return !event.is_pressed()
	elif event is InputEventMouseButton:
		return !event.is_pressed()
:bust_in_silhouette: Reply From: mdswamp

If anybody wants to have both input key and touch controller in his code and something like this happen to him/her, should write _physics_process like this:

func _physics_process(delta):
        if outer_velocity == Vector2(0,0) && l_fist == false && r_fist == false:
           velocity = Vector2(0,0)
        if Input.is_action_pressed("ui_right"):
           velocity.x += 1
        if Input.is_action_pressed("ui_left"):
           velocity.x -= 1
        if Input.is_action_pressed("ui_down"):
           velocity.y += 1
        if Input.is_action_pressed("ui_up"):
           velocity.y -= 1
        else:
           velocity += outer_velocity

  if velocity.length() > 0:
     velocity = velocity.normalized()*speed*delta
  motion = move_and_collide(velocity)
  if (motion):
     motion = move_and_slide(velocity * 60)

#### Touch Controller Function
func analog_force_change(inForce, inStick):
    if(inStick.get_name()=="Directions"):
        if inForce.length() < 0.1:
           outer_velocity = Vector2(0,0) 
        else:
            outer_velocity.x = inForce.x
            outer_velocity.y = -inForce.y

        #Convert outer velocity to 0 , 1 , -1 

       outer_velocity.x = int(round(outer_velocity.x))
        outer_velocity.y = int(round(outer_velocity.y))

        outer_velocity.x = stepify(outer_velocity.x, 1)
        outer_velocity.y = stepify(outer_velocity.y, 1)
        #print(outer_velocity)

:slight_smile: