X-Git-Url: http://git.purplebirdman.com/frog-ninja.git/blobdiff_plain/0b4b7dc3e7a9507f7b7c87e9cf0f606e051927f2..bbc4ebf3292684ec9b3aa9a3ba37ae4d748da305:/player/player.gd?ds=sidebyside diff --git a/player/player.gd b/player/player.gd index 5964f1b..2e90774 100644 --- a/player/player.gd +++ b/player/player.gd @@ -20,7 +20,6 @@ var state := "" @onready var model: PlayerModel = $Model @onready var skin: SkeletonSkin3D = $Visual @onready var cameraHandler: PlayerCameraHandler = $CameraHandler -@onready var camera: Camera3D = $CameraHandler/SpringArm3D/Camera3D func _ready() -> void: @@ -31,23 +30,10 @@ func _physics_process(delta: float) -> void: var input_pkt := input.get_player_input() cameraHandler.update(input_pkt, delta) - input_pkt.player_movement_direction = get_movement_relative_to_camera( + input_pkt.player_movement_direction = cameraHandler.get_xz_direction_relative_to_camera( input_pkt.player_movement_direction ) model.update(input_pkt, delta) # TODO: this is bad!! model.skeleton.global_transform = skin.global_transform - - -# Get the XZ input direction based on player's input relative to the camera -func get_movement_relative_to_camera(movement_direction: Vector2) -> Vector2: - if camera: - var forward := camera.global_basis.z - var right := camera.global_basis.x - var dir := ( - forward * movement_direction.y + right * movement_direction.x - ).normalized() - return Vector2(dir.x, dir.z).normalized() - else: - return Vector2.ZERO