adding option run "shift"
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parent
4608af0f80
commit
e398c8d8e1
1 changed files with 104 additions and 23 deletions
127
player/player.gd
127
player/player.gd
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@ -1,6 +1,12 @@
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extends CharacterBody3D
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extends CharacterBody3D
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const SPEED = 5.0
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# Up
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# |
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# Strafe Left --- + --- Strafe Rigth
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# |
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# Down
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#const SPEED = 5.0
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const JUMP_FORCE = 4.5
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const JUMP_FORCE = 4.5
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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@ -9,12 +15,30 @@ var starting_point = Vector2(DisplayServer.window_get_size().x / 2, DisplayServe
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var camera_rotate_y = 0.0
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var camera_rotate_y = 0.0
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var camera_rotate_x = 0.0
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var camera_rotate_x = 0.0
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var player_rotate_y = 0.0
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var player_rotate_y = 0.0
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var speed_rotate_1sec = PI
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var max_angle = PI / 2
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const SPEED_WALK_UP = 5.0
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const TWO_PI = 2.0 * PI
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const SPEED_WALK_UP_STRAFE = 3.0
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const SPEED_WALK_STRAFE = 2.5
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const SPEED_WALK_DOWN_STRAFE = 0.6
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const SPEED_WALK_DOWN = 0.8
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const SPEED_RUN_UP = SPEED_WALK_UP * 2.0
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const SPEED_RUN_UP_STRAFE = SPEED_WALK_UP_STRAFE * 2.0
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const SPEED_RUN_STRAFE = SPEED_WALK_STRAFE * 2.0
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const SPEED_RUN_DOWN_STRAFE = SPEED_WALK_DOWN_STRAFE * 2.0
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const SPEED_RUN_DOWN = SPEED_WALK_DOWN * 2.0
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#const SPEED_WALK = 5.0
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#const SPEED_RUN = 10.0
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#const MUL_SPEED_STRAFE = 0.5
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#const MUL_SPEED_DOWN = 0.2
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const SPEED_ROTATE = PI
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const PI_2 = PI / 2.0
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const PI_2 = PI / 2.0
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var debug:bool = false
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var debug:bool = false
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var reconciliate_rotate_camer_player:bool = true
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var reconciliate_rotate_camer_player:bool = true
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var is_run:bool = false
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# var speed = SPEED_WALK
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func _init():
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func _init():
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@ -35,6 +59,10 @@ func _input(event):
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elif Input.is_action_just_released ( "ui_strafe" ):
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elif Input.is_action_just_released ( "ui_strafe" ):
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reconciliate_rotate_camer_player = true
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reconciliate_rotate_camer_player = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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if Input.is_action_just_pressed( "move_run" ):
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is_run = true
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elif Input.is_action_just_released( "move_run" ):
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is_run = false
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if Input.is_action_just_released("ui_cut"):
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if Input.is_action_just_released("ui_cut"):
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print("debug on")
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print("debug on")
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debug = true
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debug = true
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@ -46,9 +74,9 @@ func _input(event):
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if event is InputEventMouseMotion:
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if event is InputEventMouseMotion:
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camera_rotate_y -= event.relative.x *0.01
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camera_rotate_y -= event.relative.x *0.01
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if camera_rotate_y > PI:
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if camera_rotate_y > PI:
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camera_rotate_y -= TWO_PI
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camera_rotate_y -= TAU
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elif camera_rotate_y <= -PI:
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elif camera_rotate_y <= -PI:
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camera_rotate_y += TWO_PI
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camera_rotate_y += TAU
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$camera_root/horizontal_root.rotate_y( -event.relative.x *0.01 )
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$camera_root/horizontal_root.rotate_y( -event.relative.x *0.01 )
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var new_camera_rotate_x = camera_rotate_x + event.relative.y * 0.01
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var new_camera_rotate_x = camera_rotate_x + event.relative.y * 0.01
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@ -59,6 +87,12 @@ func _input(event):
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func _physics_process(delta):
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func _physics_process(delta):
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var input_dir: Vector2
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var input_dir: Vector2
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var input_x: float
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var input_y: float
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var speed: float
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var move_up:bool = false
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var move_down:bool = false
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var move_strafe: bool = false
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# Add the gravity.
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# Add the gravity.
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if not is_on_floor():
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if not is_on_floor():
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@ -67,10 +101,22 @@ func _physics_process(delta):
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# Handle Jump.
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# Handle Jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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motion_velocity.y = JUMP_FORCE
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motion_velocity.y = JUMP_FORCE
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#
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# if is_run:
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# speed = SPEED_RUN
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# else:
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# speed = SPEED_WALK
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# Get the input direction and handle the movement/deceleration.
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# Get the input direction and handle the movement/deceleration.
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if Input.is_action_pressed("ui_strafe"):
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if Input.is_action_pressed("ui_strafe"):
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input_dir = Input.get_vector("ui_right", "ui_left", "ui_down", "ui_up")
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if Input.is_action_pressed("ui_left"):
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input_x = 1.0
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# speed *= MUL_SPEED_STRAFE
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move_strafe = true
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elif Input.is_action_pressed("ui_right"):
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input_x = -1.0
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# speed *= MUL_SPEED_STRAFE
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move_strafe = true
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else:
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else:
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var y = 0
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var y = 0
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if Input.is_action_pressed("ui_right"):
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if Input.is_action_pressed("ui_right"):
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@ -78,22 +124,57 @@ func _physics_process(delta):
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if Input.is_action_pressed("ui_left"):
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if Input.is_action_pressed("ui_left"):
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y += 1
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y += 1
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if y != 0:
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if y != 0:
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var dt = y * delta * speed_rotate_1sec
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var dt = y * delta * SPEED_ROTATE
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camera_rotate_y += dt
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camera_rotate_y += dt
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if camera_rotate_y > PI:
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if camera_rotate_y > PI:
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camera_rotate_y -= TWO_PI
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camera_rotate_y -= TAU
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elif camera_rotate_y <= -PI:
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elif camera_rotate_y <= -PI:
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camera_rotate_y += TWO_PI
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camera_rotate_y += TAU
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$camera_root/horizontal_root.rotate_y( dt )
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$camera_root/horizontal_root.rotate_y( dt )
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input_dir = Input.get_vector("nothing", "nothing", "ui_down", "ui_up")
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# Disable vector on ui_right/ui_left (used to rotate and not strafe)
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input_x = 0
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if Input.is_action_pressed("ui_up"):
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input_y = 1.0
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move_up = true
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elif Input.is_action_pressed("ui_down"):
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input_y = -1.0
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move_down = true
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# speed *= MUL_SPEED_DOWN
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if is_run:
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if direction:
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if move_strafe:
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motion_velocity.x = direction.x * SPEED
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if move_up:
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motion_velocity.z = direction.z * SPEED
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speed = SPEED_RUN_UP_STRAFE
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elif move_down:
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speed = SPEED_RUN_DOWN_STRAFE
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else:
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else:
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motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED)
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speed = SPEED_RUN_STRAFE
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motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED)
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elif move_up:
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speed = SPEED_RUN_UP
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else:
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speed = SPEED_RUN_DOWN
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else:
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if move_strafe:
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if move_up:
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speed = SPEED_WALK_UP_STRAFE
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elif move_down:
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speed = SPEED_WALK_DOWN_STRAFE
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else:
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speed = SPEED_WALK_STRAFE
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elif move_up:
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speed = SPEED_WALK_UP
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else:
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speed = SPEED_WALK_DOWN
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print(speed)
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var direction = (transform.basis * Vector3(input_x, 0, input_y)).normalized()
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if direction:
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motion_velocity.x = direction.x * speed
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motion_velocity.z = direction.z * speed
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else:
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motion_velocity.x = move_toward(motion_velocity.x, 0, speed)
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motion_velocity.z = move_toward(motion_velocity.z, 0, speed)
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move_and_slide()
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move_and_slide()
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@ -106,9 +187,9 @@ func _process( delta ):
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var diff = camera_rotate_y - player_rotate_y
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var diff = camera_rotate_y - player_rotate_y
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if diff > PI:
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if diff > PI:
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diff = camera_rotate_y - player_rotate_y - TWO_PI
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diff = camera_rotate_y - player_rotate_y - TAU
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elif diff < -PI:
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elif diff < -PI:
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diff = camera_rotate_y - player_rotate_y + TWO_PI
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diff = camera_rotate_y - player_rotate_y + TAU
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var absdiff = diff
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var absdiff = diff
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if absdiff < 0.0:
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if absdiff < 0.0:
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@ -120,13 +201,13 @@ func _process( delta ):
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player_rotate_y = camera_rotate_y
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player_rotate_y = camera_rotate_y
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else:
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else:
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if diff >= 0.0:
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if diff >= 0.0:
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diff = delta * speed_rotate_1sec
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diff = delta * SPEED_ROTATE
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else:
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else:
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diff = -delta * speed_rotate_1sec
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diff = -delta * SPEED_ROTATE
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rotate_y( diff )
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rotate_y( diff )
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$camera_root/horizontal_root.rotate_y( -diff )
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$camera_root/horizontal_root.rotate_y( -diff )
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player_rotate_y += diff
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player_rotate_y += diff
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if player_rotate_y > PI:
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if player_rotate_y > PI:
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player_rotate_y -= TWO_PI
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player_rotate_y -= TAU
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elif player_rotate_y <= -PI:
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elif player_rotate_y <= -PI:
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player_rotate_y += TWO_PI
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player_rotate_y += TAU
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