diff --git a/scenes/player/playerB.gd b/scenes/player/playerB.gd index 9a934ac..a0357ec 100644 --- a/scenes/player/playerB.gd +++ b/scenes/player/playerB.gd @@ -5,6 +5,7 @@ var rotation_speed_factor = 0.01 var orientation = 0.0 var direction = Vector3.ZERO var velocity: = Vector3.ZERO +var rotatex = 0.0 export var gravity = -9.0 func search_animation( obj ) -> bool: @@ -94,20 +95,26 @@ func _process( delta ): # $character.direction = self.get_input_direction() #self.direction = self.get_input_direction() #self.direction = self.get_input_direction() - self.rotate_y( self.rotation_speed_factor * self.orientation ) + $creature.rotate_y( self.rotation_speed_factor * self.orientation ) var input_direction: = self.get_input_direction() -# var forwards: Vector3 = self.camera.global_transform.basis.z * input_direction.z -# var right: Vector3 = self.camera.global_transform.basis.x * input_direction.x -# var move_direction: = forwards + right -# if move_direction.length() > 1.0: -# move_direction = move_direction.normalized() -# move_direction.y = 0 + var forwards: Vector3 = $creature/camera_tps.global_transform.basis.z * input_direction.z + var right: Vector3 = $creature/camera_tps.global_transform.basis.x * input_direction.x + var move_direction: = forwards + right + if move_direction.length() > 1.0: + move_direction = move_direction.normalized() + move_direction.y = 0 # Movement - #velocity = self.calculate_velocity(velocity, input_direction, delta) + velocity = self.calculate_velocity(velocity, move_direction, delta) + Config.msg_info("move_direction X:" + str(move_direction.x) + " Y:" + str(move_direction.y) + " Z:" + str(move_direction.z)) + Config.msg_info("velocity X:" + str(velocity.x) + " Y:" + str(velocity.y) + " Z:" + str(velocity.z)) + velocity = $creature.move_and_slide(velocity, Vector3.UP, true) + # velocity = self.calculate_velocity(velocity, input_direction, delta) #velocity = $creature.move_and_slide(velocity, Vector3.UP, true) #Config.msg_info("X:" + str($creature.)) + var pos : Vector3 = $creature.get_global_transform().origin + Config.msg_info("pos X:" + str(pos.x) + " Y:" + str(pos.y) + " Z:" + str(pos.z)) @@ -122,7 +129,7 @@ func calculate_velocity( velocity_new *= $creature.move_speed if velocity_new.length() > $creature.max_speed: velocity_new = velocity_new.normalized() * $creature.max_speed - velocity_new.y = velocity_current.y + gravity * delta + #velocity_new.y = velocity_current.y + gravity * delta return velocity_new @@ -134,19 +141,21 @@ func _input( event ): else: self.orientation = 0.0 if event is InputEventMouseMotion and Input.is_mouse_button_pressed( 2 ): - self.rotate_y( event.relative.x *0.01 ) + # self.rotate_y( event.relative.x *0.01 ) + $creature.rotate_y( event.relative.x *0.01 ) if $creature/camera_fps.current: # On FPS - we can move head to see up or down var current = $creature/camera_fps.get_rotation() # Config.msg_info("X:" + str(current.x) + " v:" + str(event.relative.y)) if (event.relative.y > 0.0 and current.x > -1.4) or (event.relative.y < 0.0 and current.x < 1.4) : - $creature/camera_fps.rotate_x( event.relative.y *0.01 ) + var sum = event.relative.y *0.01 + rotatex += sum + $creature/camera_fps.rotate_x( sum ) elif event.is_action_pressed( "camera_switch" ): if $creature/camera_tps.current: # Reset angle X for camera - var current = $creature/camera_fps.get_rotation() - current.x = 0.0 - $creature/camera_fps.set_rotation(current) + $creature/camera_fps.rotate_x( - rotatex ) + rotatex = 0.0 $creature/camera_fps.make_current() else: $creature/camera_tps.make_current()