virtualx-engine/demos/3d/kinematic_char/cubio.gd
Rémi Verschelde 8639cecf4c Improve code formatting and update to 2.0
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.
2015-12-09 08:38:23 +01:00

87 lines
1.9 KiB
GDScript

extends KinematicBody
# member variables
var g = -9.8
var vel = Vector3()
const MAX_SPEED = 5
const JUMP_SPEED = 7
const ACCEL= 2
const DEACCEL= 4
const MAX_SLOPE_ANGLE = 30
func _fixed_process(delta):
var dir = Vector3() #where does the player intend to walk to
var cam_xform = get_node("target/camera").get_global_transform()
if (Input.is_action_pressed("move_forward")):
dir += -cam_xform.basis[2]
if (Input.is_action_pressed("move_backwards")):
dir += cam_xform.basis[2]
if (Input.is_action_pressed("move_left")):
dir += -cam_xform.basis[0]
if (Input.is_action_pressed("move_right")):
dir += cam_xform.basis[0]
dir.y = 0
dir = dir.normalized()
vel.y += delta*g
var hvel = vel
hvel.y = 0
var target = dir*MAX_SPEED
var accel
if (dir.dot(hvel) > 0):
accel = ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel*delta)
vel.x = hvel.x
vel.z = hvel.z
var motion = move(vel*delta)
var on_floor = false
var original_vel = vel
var floor_velocity = Vector3()
var attempts=4
while(is_colliding() and attempts):
var n = get_collision_normal()
if (rad2deg(acos(n.dot(Vector3(0, 1, 0)))) < MAX_SLOPE_ANGLE):
# if angle to the "up" vectors is < angle tolerance
# char is on floor
floor_velocity = get_collider_velocity()
on_floor = true
motion = n.slide(motion)
vel = n.slide(vel)
if (original_vel.dot(vel) > 0):
# do not allow to slide towads the opposite direction we were coming from
motion=move(motion)
if (motion.length() < 0.001):
break
attempts -= 1
if (on_floor and floor_velocity != Vector3()):
move(floor_velocity*delta)
if (on_floor and Input.is_action_pressed("jump")):
vel.y = JUMP_SPEED
var crid = get_node("../elevator1").get_rid()
func _ready():
# Initalization here
set_fixed_process(true)
func _on_tcube_body_enter(body):
get_node("../ty").show()