update player rotation and adding move
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4919a117ab
commit
a22e8db3fe
1 changed files with 23 additions and 14 deletions
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@ -5,6 +5,7 @@ var rotation_speed_factor = 0.01
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var orientation = 0.0
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var orientation = 0.0
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var direction = Vector3.ZERO
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var direction = Vector3.ZERO
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var velocity: = Vector3.ZERO
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var velocity: = Vector3.ZERO
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var rotatex = 0.0
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export var gravity = -9.0
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export var gravity = -9.0
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func search_animation( obj ) -> bool:
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func search_animation( obj ) -> bool:
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@ -94,20 +95,26 @@ func _process( delta ):
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# $character.direction = self.get_input_direction()
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# $character.direction = self.get_input_direction()
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#self.direction = self.get_input_direction()
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#self.direction = self.get_input_direction()
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#self.direction = self.get_input_direction()
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#self.direction = self.get_input_direction()
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self.rotate_y( self.rotation_speed_factor * self.orientation )
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$creature.rotate_y( self.rotation_speed_factor * self.orientation )
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var input_direction: = self.get_input_direction()
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var input_direction: = self.get_input_direction()
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# var forwards: Vector3 = self.camera.global_transform.basis.z * input_direction.z
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var forwards: Vector3 = $creature/camera_tps.global_transform.basis.z * input_direction.z
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# var right: Vector3 = self.camera.global_transform.basis.x * input_direction.x
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var right: Vector3 = $creature/camera_tps.global_transform.basis.x * input_direction.x
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# var move_direction: = forwards + right
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var move_direction: = forwards + right
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# if move_direction.length() > 1.0:
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if move_direction.length() > 1.0:
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# move_direction = move_direction.normalized()
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move_direction = move_direction.normalized()
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# move_direction.y = 0
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move_direction.y = 0
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# Movement
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# Movement
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#velocity = self.calculate_velocity(velocity, input_direction, delta)
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velocity = self.calculate_velocity(velocity, move_direction, delta)
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Config.msg_info("move_direction X:" + str(move_direction.x) + " Y:" + str(move_direction.y) + " Z:" + str(move_direction.z))
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Config.msg_info("velocity X:" + str(velocity.x) + " Y:" + str(velocity.y) + " Z:" + str(velocity.z))
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velocity = $creature.move_and_slide(velocity, Vector3.UP, true)
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# velocity = self.calculate_velocity(velocity, input_direction, delta)
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#velocity = $creature.move_and_slide(velocity, Vector3.UP, true)
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#velocity = $creature.move_and_slide(velocity, Vector3.UP, true)
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#Config.msg_info("X:" + str($creature.))
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#Config.msg_info("X:" + str($creature.))
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var pos : Vector3 = $creature.get_global_transform().origin
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Config.msg_info("pos X:" + str(pos.x) + " Y:" + str(pos.y) + " Z:" + str(pos.z))
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@ -122,7 +129,7 @@ func calculate_velocity(
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velocity_new *= $creature.move_speed
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velocity_new *= $creature.move_speed
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if velocity_new.length() > $creature.max_speed:
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if velocity_new.length() > $creature.max_speed:
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velocity_new = velocity_new.normalized() * $creature.max_speed
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velocity_new = velocity_new.normalized() * $creature.max_speed
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velocity_new.y = velocity_current.y + gravity * delta
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#velocity_new.y = velocity_current.y + gravity * delta
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return velocity_new
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return velocity_new
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@ -134,19 +141,21 @@ func _input( event ):
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else:
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else:
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self.orientation = 0.0
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self.orientation = 0.0
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if event is InputEventMouseMotion and Input.is_mouse_button_pressed( 2 ):
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if event is InputEventMouseMotion and Input.is_mouse_button_pressed( 2 ):
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self.rotate_y( event.relative.x *0.01 )
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# self.rotate_y( event.relative.x *0.01 )
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$creature.rotate_y( event.relative.x *0.01 )
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if $creature/camera_fps.current:
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if $creature/camera_fps.current:
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# On FPS - we can move head to see up or down
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# On FPS - we can move head to see up or down
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var current = $creature/camera_fps.get_rotation()
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var current = $creature/camera_fps.get_rotation()
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# Config.msg_info("X:" + str(current.x) + " v:" + str(event.relative.y))
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# Config.msg_info("X:" + str(current.x) + " v:" + str(event.relative.y))
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if (event.relative.y > 0.0 and current.x > -1.4) or (event.relative.y < 0.0 and current.x < 1.4) :
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if (event.relative.y > 0.0 and current.x > -1.4) or (event.relative.y < 0.0 and current.x < 1.4) :
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$creature/camera_fps.rotate_x( event.relative.y *0.01 )
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var sum = event.relative.y *0.01
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rotatex += sum
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$creature/camera_fps.rotate_x( sum )
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elif event.is_action_pressed( "camera_switch" ):
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elif event.is_action_pressed( "camera_switch" ):
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if $creature/camera_tps.current:
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if $creature/camera_tps.current:
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# Reset angle X for camera
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# Reset angle X for camera
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var current = $creature/camera_fps.get_rotation()
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$creature/camera_fps.rotate_x( - rotatex )
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current.x = 0.0
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rotatex = 0.0
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$creature/camera_fps.set_rotation(current)
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$creature/camera_fps.make_current()
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$creature/camera_fps.make_current()
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else:
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else:
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$creature/camera_tps.make_current()
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$creature/camera_tps.make_current()
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