8639cecf4c
The scripts were streamlined using more or less the following conventions: - space after a comma in lists of arguments - space around weak operators (+, -), no space around strong operators (*, /) - space after a comment start (#) - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now) - function blocks separate by two newlines The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
87 lines
1.9 KiB
GDScript
87 lines
1.9 KiB
GDScript
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extends KinematicBody
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# member variables
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var g = -9.8
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var vel = Vector3()
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const MAX_SPEED = 5
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const JUMP_SPEED = 7
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const ACCEL= 2
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const DEACCEL= 4
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const MAX_SLOPE_ANGLE = 30
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func _fixed_process(delta):
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var dir = Vector3() #where does the player intend to walk to
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var cam_xform = get_node("target/camera").get_global_transform()
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if (Input.is_action_pressed("move_forward")):
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dir += -cam_xform.basis[2]
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if (Input.is_action_pressed("move_backwards")):
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dir += cam_xform.basis[2]
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if (Input.is_action_pressed("move_left")):
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dir += -cam_xform.basis[0]
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if (Input.is_action_pressed("move_right")):
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dir += cam_xform.basis[0]
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dir.y = 0
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dir = dir.normalized()
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vel.y += delta*g
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var hvel = vel
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hvel.y = 0
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var target = dir*MAX_SPEED
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var accel
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if (dir.dot(hvel) > 0):
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accel = ACCEL
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else:
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accel = DEACCEL
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hvel = hvel.linear_interpolate(target, accel*delta)
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vel.x = hvel.x
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vel.z = hvel.z
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var motion = move(vel*delta)
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var on_floor = false
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var original_vel = vel
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var floor_velocity = Vector3()
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var attempts=4
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while(is_colliding() and attempts):
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var n = get_collision_normal()
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if (rad2deg(acos(n.dot(Vector3(0, 1, 0)))) < MAX_SLOPE_ANGLE):
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# if angle to the "up" vectors is < angle tolerance
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# char is on floor
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floor_velocity = get_collider_velocity()
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on_floor = true
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motion = n.slide(motion)
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vel = n.slide(vel)
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if (original_vel.dot(vel) > 0):
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# do not allow to slide towads the opposite direction we were coming from
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motion=move(motion)
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if (motion.length() < 0.001):
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break
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attempts -= 1
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if (on_floor and floor_velocity != Vector3()):
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move(floor_velocity*delta)
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if (on_floor and Input.is_action_pressed("jump")):
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vel.y = JUMP_SPEED
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var crid = get_node("../elevator1").get_rid()
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func _ready():
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# Initalization here
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set_fixed_process(true)
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func _on_tcube_body_enter(body):
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get_node("../ty").show()
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