ajout de la touche pour changer entre run et walk
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parent
d08dd9891b
commit
3efdcc3a03
1 changed files with 16 additions and 10 deletions
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@ -1,9 +1,10 @@
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extends CharacterBody3D
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extends CharacterBody3D
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const speed = 5.0
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const speed_walk = 1.0
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const speed_run = 4.0
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const JUMP_VELOCITY = 4.5
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const JUMP_VELOCITY = 4.5
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const lent = 0.05
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const lent = 0.05
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var action_speed= false
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@onready var animation_player = $visuals/raference/AnimationPlayer
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@onready var animation_player = $visuals/raference/AnimationPlayer
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@onready var visuals = $visuals
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@onready var visuals = $visuals
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@ -26,13 +27,18 @@ func _physics_process(delta):
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visuals.rotation += perso_y * lent
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visuals.rotation += perso_y * lent
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if Input.is_action_pressed("ui_down"):
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if Input.is_action_pressed("ui_down"):
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direction -= perso_z
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direction -= perso_z
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animation_player.play_backwards( "raference_march")
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if Input.is_action_just_pressed("ui_change_speed"):
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action_speed = !action_speed
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if Input.is_action_pressed("ui_up"):
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if Input.is_action_pressed("ui_up"):
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if action_speed:
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direction += perso_z * speed_run
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animation_player.play( "raference_run")
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else:
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direction += perso_z
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direction += perso_z
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animation_player.play( "raference_march")
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animation_player.play( "raference_march")
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if Input.is_action_pressed("ui_run"):
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if Input.is_action_pressed("ui_camera"):
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direction += perso_z * speed
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$camerapivot/Camera3D.global_transform = perso.direction
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animation_player.play( "raference_run")
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if direction.x == 0 and direction.z == 0:
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if direction.x == 0 and direction.z == 0:
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animation_player.play( "raference_idle")
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animation_player.play( "raference_idle")
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if Input.is_action_pressed("ui_cancel"):
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if Input.is_action_pressed("ui_cancel"):
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@ -42,8 +48,8 @@ func _physics_process(delta):
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#direction = direction.normalized()
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#direction = direction.normalized()
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#perso_y.look_at(position + direction, Vector3.UP)
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#perso_y.look_at(position + direction, Vector3.UP)
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target_velocity.x = direction.x * speed
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target_velocity.x = direction.x * speed_walk
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target_velocity.z = direction.z * speed
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target_velocity.z = direction.z * speed_walk
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if is_on_floor() and Input.is_action_just_pressed("ui_jump"):
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if is_on_floor() and Input.is_action_just_pressed("ui_jump"):
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target_velocity.y = jump_force
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target_velocity.y = jump_force
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