diff --git a/player/player.gd b/player/player.gd index 2f33bb3..1a9df10 100644 --- a/player/player.gd +++ b/player/player.gd @@ -13,6 +13,7 @@ var speed_rotate_1sec = PI var max_angle = PI / 2 const TWO_PI = 2.0 * PI const PI_2 = PI / 2.0 +var debug:bool = false func _init(): @@ -31,6 +32,12 @@ func _input(event): Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN) elif Input.is_action_just_released ( "ui_strafe" ): Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) + if Input.is_action_just_released("ui_cut"): + print("debug on") + debug = true + if Input.is_action_just_released("ui_copy"): + print("debug off") + debug = false if Input.is_mouse_button_pressed( 2 ): if event is InputEventMouseMotion: @@ -65,7 +72,7 @@ func _physics_process(delta): if y != 0: var dt = y * delta * speed_rotate_1sec camera_rotate_y += dt - if camera_rotate_y >= PI: + if camera_rotate_y > PI: camera_rotate_y -= TWO_PI elif camera_rotate_y <= -PI: camera_rotate_y += TWO_PI @@ -73,9 +80,11 @@ func _physics_process(delta): # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. - var input_dir = Input.get_vector("ui_strafe_right", "ui_strafe_left", "ui_down", "ui_up") + var input_dir: Vector2 if Input.is_action_pressed("ui_strafe"): input_dir = Input.get_vector("ui_right", "ui_left", "ui_down", "ui_up") + else: + input_dir = Input.get_vector("ui_strafe_right", "ui_strafe_left", "ui_down", "ui_up") var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: motion_velocity.x = direction.x * SPEED @@ -87,6 +96,8 @@ func _physics_process(delta): move_and_slide() func _process( delta ): + if debug: + print(camera_rotate_y,", ", player_rotate_y) var diff = camera_rotate_y - player_rotate_y if diff > PI: @@ -101,7 +112,6 @@ func _process( delta ): if absdiff <= 0.5 * delta: rotate_y( diff ) $camera_root/horizontal_root.rotate_y( -diff ) - # $Mesh/character.rotate_y( diff ) player_rotate_y = camera_rotate_y else: if diff >= 0.0: @@ -110,5 +120,8 @@ func _process( delta ): diff = -delta * speed_rotate_1sec rotate_y( diff ) $camera_root/horizontal_root.rotate_y( -diff ) - #$Mesh/character.rotate_y( diff ) player_rotate_y += diff + if player_rotate_y > PI: + player_rotate_y -= TWO_PI + elif player_rotate_y <= -PI: + player_rotate_y += TWO_PI