X-Git-Url: http://git.purplebirdman.com/frog-ninja.git/blobdiff_plain/3701448ba7e2410adf79dd4a326c0d47a9cc8240..0b4b7dc3e7a9507f7b7c87e9cf0f606e051927f2:/player/player.gd diff --git a/player/player.gd b/player/player.gd index 2c6782d..5964f1b 100644 --- a/player/player.gd +++ b/player/player.gd @@ -3,7 +3,7 @@ class_name Player @export_group("Movement") -@export var walk_speed := 8.0 +@export var walk_speed := 10.0 @export var dash_length := 10.0 @export var acceleration := 20.0 @export var rotation_speed := 10.0 @@ -11,16 +11,43 @@ class_name Player var idle_time := 0.00 -var last_movement_direction := Vector3.ZERO -var state := "" +var last_movement_direction := rotation var floor_normal := Vector3.ZERO var ground_slope_input := 0.0 +var state := "" + +@onready var input: InputHandler = $Input +@onready var model: PlayerModel = $Model +@onready var skin: SkeletonSkin3D = $Visual +@onready var cameraHandler: PlayerCameraHandler = $CameraHandler +@onready var camera: Camera3D = $CameraHandler/SpringArm3D/Camera3D -@onready var input: InputHandler = %Input -@onready var model: PlayerModel = %Model -@onready var skin: AnimatedSkin = %skin + +func _ready() -> void: + skin.assign_skeleton(model.skeleton) 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 + ) 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