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- extends KinematicBody
- # Member variables
- var g = -9.8
- var vel = Vector3()
- const MAX_SPEED = 5
- const JUMP_SPEED = 7
- const ACCEL= 2
- const DEACCEL= 4
- const MAX_SLOPE_ANGLE = 30
- func _fixed_process(delta):
- var dir = Vector3() # Where does the player intend to walk to
- var cam_xform = get_node("target/camera").get_global_transform()
-
- if (Input.is_action_pressed("move_forward")):
- dir += -cam_xform.basis[2]
- if (Input.is_action_pressed("move_backwards")):
- dir += cam_xform.basis[2]
- if (Input.is_action_pressed("move_left")):
- dir += -cam_xform.basis[0]
- if (Input.is_action_pressed("move_right")):
- dir += cam_xform.basis[0]
-
- dir.y = 0
- dir = dir.normalized()
-
- vel.y += delta*g
-
- var hvel = vel
- hvel.y = 0
-
- var target = dir*MAX_SPEED
- var accel
- if (dir.dot(hvel) > 0):
- accel = ACCEL
- else:
- accel = DEACCEL
-
- hvel = hvel.linear_interpolate(target, accel*delta)
-
- vel.x = hvel.x
- vel.z = hvel.z
-
- var motion = move(vel*delta)
-
- var on_floor = false
- var original_vel = vel
- var floor_velocity = Vector3()
- var attempts = 4
-
- while(is_colliding() and attempts):
- var n = get_collision_normal()
-
- if (rad2deg(acos(n.dot(Vector3(0, 1, 0)))) < MAX_SLOPE_ANGLE):
- # If angle to the "up" vectors is < angle tolerance,
- # char is on floor
- floor_velocity = get_collider_velocity()
- on_floor = true
-
- motion = n.slide(motion)
- vel = n.slide(vel)
- if (original_vel.dot(vel) > 0):
- # Do not allow to slide towads the opposite direction we were coming from
- motion=move(motion)
- if (motion.length() < 0.001):
- break
- attempts -= 1
-
- if (on_floor and floor_velocity != Vector3()):
- move(floor_velocity*delta)
-
- if (on_floor and Input.is_action_pressed("jump")):
- vel.y = JUMP_SPEED
-
- var crid = get_node("../elevator1").get_rid()
- func _ready():
- set_fixed_process(true)
- func _on_tcube_body_enter(body):
- get_node("../ty").show()
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