5 @export var use_global_camera := false
8 @onready var debug: DebugOverlay = $debug
9 @onready var player: Player = $Player
10 @onready var cameraHandler: CameraHandler = $CameraHandler
13 func _ready() -> void:
15 for node in get_children():
17 debug.draw.add_vector(node, "velocity", 1, 1, Color(0,1,0,1))
18 debug.draw.add_vector(node, "floor_normal", 1, 1, Color(0, 0, 1, 1))
19 debug.draw.add_vector(node, "last_movement_vector", 1, 1, Color(1,0,0,1))
20 debug.stats.add_property(node, "state_name", "")
21 debug.stats.add_property(node, "velocity", "length")
22 debug.stats.add_property(node, "idle_time", "round")
23 debug.stats.add_property(node, "hit_points", "round")
24 debug.stats.add_property(node, "stamina_points", "round")
25 debug.stats.add_property(node, "energy_points", "round")
27 # set up global camera
29 cameraHandler.camera.projection = Camera3D.PROJECTION_ORTHOGONAL
30 cameraHandler.camera.size = 10
31 cameraHandler.spring.rotate_x(PI/6)
32 cameraHandler.camera.current = true
33 player.cameraHandler = cameraHandler
36 func _input(event: InputEvent) -> void:
37 if event.is_action_pressed("capture-input"):
38 Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
39 elif event.is_action_pressed("ui_cancel"):
40 if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE:
43 Input.mouse_mode = Input.MOUSE_MODE_VISIBLE