reactivate gravity
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a22e8db3fe
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2 changed files with 5 additions and 7 deletions
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@ -11,6 +11,7 @@
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[node name="spatial" type="Spatial"]
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[node name="spatial" type="Spatial"]
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[node name="player" parent="." instance=ExtResource( 8 )]
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[node name="player" parent="." instance=ExtResource( 8 )]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.01, 0 )
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[node name="area_0_0" parent="." instance=ExtResource( 2 )]
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[node name="area_0_0" parent="." instance=ExtResource( 2 )]
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@ -107,12 +107,9 @@ func _process( delta ):
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# Movement
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# Movement
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velocity = self.calculate_velocity(velocity, move_direction, delta)
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velocity = self.calculate_velocity(velocity, move_direction, delta)
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Config.msg_info("move_direction X:" + str(move_direction.x) + " Y:" + str(move_direction.y) + " Z:" + str(move_direction.z))
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# Config.msg_info("move_direction X:" + str(move_direction.x) + " Y:" + str(move_direction.y) + " Z:" + str(move_direction.z))
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Config.msg_info("velocity X:" + str(velocity.x) + " Y:" + str(velocity.y) + " Z:" + str(velocity.z))
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# Config.msg_info("velocity X:" + str(velocity.x) + " Y:" + str(velocity.y) + " Z:" + str(velocity.z))
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velocity = $creature.move_and_slide(velocity, Vector3.UP, true)
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velocity = $creature.move_and_slide(velocity, Vector3.UP, true)
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# velocity = self.calculate_velocity(velocity, input_direction, delta)
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#velocity = $creature.move_and_slide(velocity, Vector3.UP, true)
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#Config.msg_info("X:" + str($creature.))
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var pos : Vector3 = $creature.get_global_transform().origin
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var pos : Vector3 = $creature.get_global_transform().origin
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Config.msg_info("pos X:" + str(pos.x) + " Y:" + str(pos.y) + " Z:" + str(pos.z))
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Config.msg_info("pos X:" + str(pos.x) + " Y:" + str(pos.y) + " Z:" + str(pos.z))
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@ -129,7 +126,7 @@ func calculate_velocity(
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velocity_new *= $creature.move_speed
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velocity_new *= $creature.move_speed
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if velocity_new.length() > $creature.max_speed:
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if velocity_new.length() > $creature.max_speed:
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velocity_new = velocity_new.normalized() * $creature.max_speed
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velocity_new = velocity_new.normalized() * $creature.max_speed
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#velocity_new.y = velocity_current.y + gravity * delta
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velocity_new.y = velocity_current.y + gravity * delta
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return velocity_new
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return velocity_new
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