Files
FrisbeeFriendsy/player3d.gd
DavidCrompton1192@gmail.com 2f8ea70f64 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
2023-06-05 19:38:27 -04:00

82 lines
2.1 KiB
GDScript

extends CharacterBody3D
var remote_player = false
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
const Disc = preload("res://disc.tscn")
var heldItem = null
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
# TODO: Add Tween for rotation, maybe
func enterThrowMode():
$Torso.rotation_degrees.y = 110
# TODO: Add Tweens between modes
func leaveThroeMode():
rotation.y = 0
func _input(event):
if Input.is_action_pressed("player_taunt"):
enterThrowMode()
if heldItem == null:
heldItem = Disc.instantiate()
heldItem.freeze_mode = RigidBody3D.FREEZE_MODE_STATIC
heldItem.freeze = true
$Torso/RightArm/Hand.add_child(heldItem)
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle Jump.
if Input.is_action_just_pressed("player_jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
var input_dir = Input.get_vector("player_left", "player_right", "player_up", "player_down")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y))
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
var flick = Input.get_vector(
"flick_left",
"flick_right",
"flick_up",
"flick_down"
)
var flick_ang :float= 0
if flick.length_squared() != 0:
flick_ang = flick.angle()
if heldItem == null:
var flick_rot = Vector3(0,0,flick_ang)
$Torso/LeftArm.rotation = flick_rot
$Torso/RightArm.rotation = -flick_rot
else:
var flick_rot = Vector3(0,flick_ang - PI/4,0)
$Torso/LeftArm.rotation_degrees.z = 70
$Torso/RightArm.rotation.y = clamp(flick_ang,0,PI/2)
var speed = velocity.length()
if speed > 0:
$Running.speed_scale = speed/SPEED*3
$Running.play("player_run")
else:
var stop_tween :Tween= $Running.create_tween()
$Running.stop(true)
stop_tween.tween_property(self, "rotation", Vector3(0,0,0), 0.2)
move_and_slide()