Clarify deadzone difference for Input.get_vector() in Controllers (#4651)

See
https://github.com/godotengine/godot-docs/pull/4620#discussion_r575847917.
This commit is contained in:
Hugo Locurcio
2021-02-16 19:57:03 +01:00
committed by GitHub
parent 174e67722c
commit c6fedd287e
@@ -48,18 +48,26 @@ In Godot 4.0, there are 3 ways to get input in an analog-aware way:
.. code-tab:: gdscript GDScript
# `velocity` will be a Vector2 between `Vector2(-1.0, -1.0)` and `Vector2(1.0, 1.0)`.
# This handles deadzone in a correct way for most use cases.
# The resulting deadzone will have a circular shape as it generally should.
var velocity = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
# The line above is a shorter form of:
# The line below is similar to `get_vector()`, except that it handles
# the deadzone in a less optimal way. The resulting deadzone will have
# a square-ish shape when it should ideally have a circular shape.
var velocity = Vector2(Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
Input.get_action_strength("move_back") - Input.get_action_strength("move_forward")).clamped(1)
.. code-tab:: csharp
// `velocity` will be a Vector2 between `Vector2(-1.0, -1.0)` and `Vector2(1.0, 1.0)`.
// This handles deadzone in a correct way for most use cases.
// The resulting deadzone will have a circular shape as it generally should.
Vector2 velocity = Input.GetVector("move_left", "move_right", "move_forward", "move_back");
// The line above is a shorter form of:
// The line below is similar to `get_vector()`, except that it handles
// the deadzone in a less optimal way. The resulting deadzone will have
// a square-ish shape when it should ideally have a circular shape.
Vector2 velocity = new Vector2(Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left"),
Input.GetActionStrength("move_back") - Input.GetActionStrength("move_forward")).Clamped(1);