I know how to change the player sprite/animation based on whether they are moving up, down, or left and right to imply movement. What I can't figure out is how to make an entity not controlled by the player do the same. The enemy doesn't have a "patrol" per se. He kind of wanders in a random fashion bouncing off solids. But every few seconds I have it reset it's angle to face the player, giving a vaguely "zombie like AI pathfinding" (also repositions angle based on "loud" elements caused by the player...etc. Anyways, I can think out the math but can't figure out how to make construct agree with me :)
If your x speed (absolute) is greater than your y speed (absolute) then you are moving predominantly on the x axis or left/right.
If your x speed is negative you are heading left = play "walk_left" anim
or
If your y speed (absolute) is greater than your x speed (absolute) then you are moving predominantly on the y axis.
If your Y speed is positive you are heading up = play "walk_up" anim
and so forth. But I can't find the ability to compare x and y speeds so I can start making this determination. Am I over or underthinking this?