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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