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