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https://github.com/bvanroll/pogo.git
synced 2025-08-29 12:02:47 +00:00
momentum works, now to find out how to impl bounce
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@@ -3,10 +3,10 @@
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[ext_resource type="Script" path="res://player_move.gd" id="1_3w378"]
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[ext_resource type="Script" path="res://player_move.gd" id="1_3w378"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_xx3kl"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_xx3kl"]
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size = Vector3(20, 0.1, 20)
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size = Vector3(100, 0.1, 100)
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[sub_resource type="BoxMesh" id="BoxMesh_lwlrc"]
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[sub_resource type="BoxMesh" id="BoxMesh_lwlrc"]
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size = Vector3(20, 0.1, 20)
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size = Vector3(100, 0.1, 100)
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_fla64"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_fla64"]
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@@ -2,32 +2,46 @@ extends CharacterBody3D
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const SPEED = 5.0
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const SPEED = 5.0
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const JUMP_VELOCITY = 10.5
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const AIRSPEED = 8.0
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const MAXSPEED = 8.0
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const JUMP_VELOCITY = 3.5
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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var vel = Vector3(0.01,gravity,0.01)
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func _physics_process(delta):
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func _physics_process(delta):
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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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velocity.y -= gravity * delta
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# Handle jump.
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# Handle jump.
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var jv = JUMP_VELOCITY + abs(velocity.y)
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var jv = JUMP_VELOCITY + abs(velocity.y)
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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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velocity.y = jv
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# velocity.y = jv
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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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# As good practice, you should replace UI actions with custom gameplay actions.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if is_on_floor():
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if direction:
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if direction:
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velocity.x = direction.x * SPEED
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if abs(velocity.x) < MAXSPEED:
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velocity.z = direction.z * SPEED
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velocity.x += direction.x * SPEED *3. * delta
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if abs(velocity.z) < MAXSPEED:
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velocity.z += direction.z * SPEED *3. * delta
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if Input.is_action_pressed("ui_accept"):
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velocity.y += jv
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velocity.x = move_toward(velocity.x, 0, SPEED * delta)
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velocity.z = move_toward(velocity.z, 0, SPEED * delta)
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else:
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.y -= gravity * delta
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velocity.z = move_toward(velocity.z, 0, SPEED)
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if direction:
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velocity.x += direction.x * AIRSPEED *3. * delta
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velocity.z += direction.z * AIRSPEED *3. * delta
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velocity.x = move_toward(velocity.x, 0, SPEED * (delta/2.))
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velocity.z = move_toward(velocity.z, 0, SPEED * (delta/2.))
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log(1.)
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move_and_slide()
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move_and_slide()
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