X-Git-Url: http://git.purplebirdman.com/frog-ninja.git/blobdiff_plain/92f6f55bfa3f838fcbcb445a2bc2a271398c45fd..8225ba902c437bcadc8735df85a340e8bd10ed3d:/player/moves/walk.gd diff --git a/player/moves/walk.gd b/player/moves/walk.gd index 8d92aa7..75d4403 100644 --- a/player/moves/walk.gd +++ b/player/moves/walk.gd @@ -2,13 +2,20 @@ extends Move class_name Walk -const skin_lean_limit := PI/4 +const skin_lean_limit := PI/8 func update(input: InputPacket, delta: float): - player.velocity = get_new_velocity_from_input(input, delta) + player.velocity = get_new_velocity_from_input(input, delta, player.walk_speed) player.move_and_slide() - + update_skin(delta) + + +func on_enter_state(): + player.skin.transition_move() + + +func update_skin(delta: float): # update skin rotation var skin_target_angle := Vector3.BACK.signed_angle_to( player.last_movement_direction, @@ -35,11 +42,7 @@ func update(input: InputPacket, delta: float): player.skin.set_walking_speed(player.velocity.length()) -func on_enter_state(): - player.skin.transition_move() - - -func get_new_velocity_from_input(input: InputPacket, delta: float) -> Vector3: +func get_new_velocity_from_input(input: InputPacket, delta: float, speed: float) -> Vector3: # Get the XZ input direction based on player's input relative to the camera var forward := camera.global_basis.z var right := camera.global_basis.x @@ -56,7 +59,7 @@ func get_new_velocity_from_input(input: InputPacket, delta: float) -> Vector3: player.floor_normal = player.get_floor_normal() player.ground_slope_input = (PI / 2) - player.velocity.angle_to(player.floor_normal) var new_velocity = player.velocity.move_toward( - movement_direction * (player.walk_speed + player.ground_slope_input * player.walk_speed), + movement_direction * (speed + player.ground_slope_input * speed), player.acceleration * delta )