X-Git-Url: http://git.purplebirdman.com/frog-ninja.git/blobdiff_plain/992458ba0caf1d218a85c4bf10e48fd304c85626..HEAD:/asset/character/model/state/moving_state.gd diff --git a/asset/character/model/state/moving_state.gd b/asset/character/model/state/moving_state.gd index accd96e..b62532f 100644 --- a/asset/character/model/state/moving_state.gd +++ b/asset/character/model/state/moving_state.gd @@ -23,7 +23,7 @@ func update_skin(delta: float): player.model.global_rotation.y = lerp_angle( player.model.global_rotation.y, skin_target_angle, - PlayerVariables.rotation_speed * delta + player.rotation_speed * delta ) # lean into player momentum just a little bit @@ -35,7 +35,7 @@ func update_skin(delta: float): ) * player.velocity.length() * 0.08, -skin_lean_limit, skin_lean_limit ), - PlayerVariables.rotation_speed * delta * 0.25 + player.rotation_speed * delta * 0.25 ) @@ -47,7 +47,7 @@ func get_new_velocity_from_input(input: InputPacket, delta: float, speed: float) ) # save off last movement direction - if movement_vector.length() > 0.2: + if movement_vector.length() > 0.01: player.last_movement_vector = movement_vector # if we're not stuck, then it's okay to set the velocity @@ -55,7 +55,7 @@ func get_new_velocity_from_input(input: InputPacket, delta: float, speed: float) player.ground_slope_input = (PI / 2) - player.velocity.angle_to(player.floor_normal) var new_velocity = player.velocity.move_toward( movement_vector * (speed + player.ground_slope_input * speed), - PlayerVariables.acceleration * delta + player.acceleration * delta ) return new_velocity