



Reply From: 
njamster 
According to vector2.h, comparing vectors works like this:
bool operator<(const Vector2 &p_vec2) const { return Math::is_equal_approx(x, p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
bool operator>(const Vector2 &p_vec2) const { return Math::is_equal_approx(x, p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); }
That means the ycomponents of vectors are completely ignored during comparison, unless the xcomponents are approximately equal to each other. Which is really unlikely, given that you compare your characters velocity (a potentially very big value!) to a value of just 1. So your first and third condition are basically the same!
Of course you could compare the x and ycomponents individually to arrive at your desired result. But that will become messy real quick. So here’s my solution:
# get the velocityvectors angle in degrees
var exact_angle = rad2deg(velocity.angle())
# round the angle to the next closest multiple of 45
var rounded_angle = int(round(exact_angle/45)*45)
match rounded_angle:
0:
print("Right")
45:
print("Up Right")
90:
print("Up")
135:
print("Up Left")
180, 180:
print("Left")
135:
print("Down Left")
90:
print("Down")
45:
print("Down Right")
thank you very much for your kind answer. I added your code, now it looks like this and always prints me right, wherever I’m trying to click
extends KinematicBody2D
export var move_speed = 200
var target = Vector2()
var velocity = Vector2()
var exact_angle = rad2deg(velocity.angle())
var rounded_angle = int(round(exact_angle/45)*45)
func _input(event):
if event.is_action_pressed('rightclick'):
target = get_global_mouse_position()
func _physics_process(delta):
velocity = position.direction_to(target) * move_speed
if position.distance_to(target) > 5:
velocity = move_and_slide(velocity)
match rounded_angle:
0:
print("Right")
45:
print("Up Right")
90:
print("Up")
135:
print("Up Left")
180, 180:
print("Left")
135:
print("Down Left")
90:
print("Down")
45:
print("Down Right")
shuvia  20200218 12:55
You need to recalculate the exact_angle
 and rounded_angle
variables each frame anew as they depend on the velocity
which can change every frame as well. Right now you’re doing in globally, so it’s calculated exactly once for your default velocity of (0, 0). Here’s how it should look instead:
extends KinematicBody2D
export var move_speed = 200
var target = Vector2()
var velocity = Vector2()
func _input(event):
if event.is_action_pressed('rightclick'):
target = get_global_mouse_position()
func _physics_process(delta):
velocity = position.direction_to(target) * move_speed
if position.distance_to(target) > 5:
velocity = move_and_slide(velocity)
var exact_angle = rad2deg(velocity.angle())
var rounded_angle = int(round(exact_angle/45)*45)
match rounded_angle:
0:
print("Right")
45:
print("Up Right")
90:
print("Up")
135:
print("Up Left")
180, 180:
print("Left")
135:
print("Down Left")
90:
print("Down")
45:
print("Down Right")
njamster  20200218 13:10
Thank you very much, now it works perfectly. I only need to find the solution to idle state right now!
shuvia  20200218 13:19