Lotos Changes
Made Disc handled By Playert
Added Throw State (handle it better soon™️)
Added basic example animation that increases in speed as you move
This commit is contained in:
44
player3d.gd
44
player3d.gd
@@ -5,11 +5,28 @@ var remote_player = false
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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const Disc = preload("res://disc.tscn")
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var heldItem = null
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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# TODO: Add Tween for rotation, maybe
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func enterThrowMode():
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$Torso.rotation_degrees.y = 110
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# TODO: Add Tweens between modes
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func leaveThroeMode():
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rotation.y = 0
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func _input(event):
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pass
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if Input.is_action_pressed("player_taunt"):
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enterThrowMode()
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if heldItem == null:
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heldItem = Disc.instantiate()
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heldItem.freeze_mode = RigidBody3D.FREEZE_MODE_STATIC
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heldItem.freeze = true
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$Torso/RightArm/Hand.add_child(heldItem)
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func _physics_process(delta):
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# Add the gravity.
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@@ -21,10 +38,9 @@ func _physics_process(delta):
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir = Input.get_vector("player_left", "player_right", "player_up", "player_down")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y))
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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@@ -42,8 +58,24 @@ func _physics_process(delta):
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var flick_ang :float= 0
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if flick.length_squared() != 0:
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flick_ang = flick.angle()
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var flick_rot = Vector3(0,0,flick_ang)
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$Torso/LeftArm.rotation = flick_rot
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$Torso/RightArm.rotation = -flick_rot
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if heldItem == null:
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var flick_rot = Vector3(0,0,flick_ang)
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$Torso/LeftArm.rotation = flick_rot
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$Torso/RightArm.rotation = -flick_rot
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else:
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var flick_rot = Vector3(0,flick_ang - PI/4,0)
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$Torso/LeftArm.rotation_degrees.z = 70
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$Torso/RightArm.rotation.y = clamp(flick_ang,0,PI/2)
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var speed = velocity.length()
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if speed > 0:
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$Running.speed_scale = speed/SPEED*3
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$Running.play("player_run")
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else:
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var stop_tween :Tween= $Running.create_tween()
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$Running.stop(true)
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stop_tween.tween_property(self, "rotation", Vector3(0,0,0), 0.2)
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move_and_slide()
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