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56 lines
1.9 KiB
GDScript
56 lines
1.9 KiB
GDScript
extends CharacterBody3D
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const SPEED = 5.0
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const AIRSPEED = 8.0
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const MAXSPEED = 8.0
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const JUMP_VELOCITY = 8.5
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const BHOPDIFF = 8.0 #difficulty for bhops aka time before the rebounce height is reduced to 0
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const BHOPHEIGHTDIV = 3. #divides the rebounce height, 1 for perfect rebounce
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var max_neg_vel = 0.0
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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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func _physics_process(delta):
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# Add the gravity.
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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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# velocity.y = jv
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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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var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var direction = (transform.basis * Vector3(0, 0, input_dir.y)).normalized()
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var rotation = input_dir.x;
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if is_on_floor():
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var jv = JUMP_VELOCITY + (abs(velocity.y) *2.)
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if direction:
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if abs(velocity.x) < MAXSPEED:
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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_just_pressed("ui_accept") or Input.is_action_just_pressed("jump"):
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velocity.y += jv + abs(max_neg_vel/BHOPHEIGHTDIV)
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max_neg_vel = move_toward(max_neg_vel, 0, SPEED * (delta*BHOPDIFF))
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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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velocity.y -= gravity * delta
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if velocity.y < max_neg_vel:
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max_neg_vel = velocity.y
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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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rotate_y(input_dir.x)
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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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