X-Git-Url: http://git.purplebirdman.com/frog-ninja.git/blobdiff_plain/b342a38312eb9ee325e8d624fa28286a1b4cf1e4..16f5fda45ed2a668758450eff052e0903d7ef3ae:/player/player.gd?ds=sidebyside diff --git a/player/player.gd b/player/player.gd index ce43a78..ea89487 100644 --- a/player/player.gd +++ b/player/player.gd @@ -1,9 +1,6 @@ extends CharacterBody3D class_name Player -########## -# settings -########## @export_group("Movement") @export var walk_speed := 8.0 @@ -13,64 +10,14 @@ class_name Player @export var rotation_speed := 10.0 @export var idle_timeout := 5.0 -###### -# init -###### +var idle_time := 0.0 +var floor_normal := Vector3.ZERO +var ground_slope_input := 0.0 @onready var _input: InputHandler = %Input -@onready var _camera: Camera3D = %camera -@onready var _skin: AnimatedSkin = %skin +@onready var _model: PlayerModel = %Model -var _last_movement_direction: Vector3 = rotation -var _floor_normal := Vector3.ONE -var _ground_slope_input := 0.0 -var _idle_time: float = 0.0 -var _player_speed: float = walk_speed - - -########## -# movement -########## func _physics_process(delta: float) -> void: var input_pkt := _input.get_player_input() - velocity = _get_velocity_by_input(input_pkt, delta) - move_and_slide() - - -# Get the XZ input direction based on player's input relative to the camera -func _get_player_move_direction(input_dir: Vector2) -> Vector3: - var forward := _camera.global_basis.z - var right := _camera.global_basis.x - var move_direction := (forward * input_dir.y + right * input_dir.x).normalized() - move_direction.y = 0 - return move_direction - - -func _get_velocity_by_input(input_pkt: InputPacket, delta: float) -> Vector3: - var new_velocity: Vector3 = velocity - - if is_on_floor(): - var move_dir := _get_player_move_direction(input_pkt.movement_direction) - - # if we're not stuck, then it's okay to set the velocity - _floor_normal = get_floor_normal() - _ground_slope_input = (PI / 2) - new_velocity.angle_to(_floor_normal) - new_velocity = new_velocity.move_toward( - move_dir * (_player_speed + _ground_slope_input * _player_speed), - acceleration * delta - ) - else: - new_velocity += get_gravity() * air_speed * delta - - return new_velocity - -######### -# actions -######### - -func _player_dash(): - if _last_movement_direction != Vector3.ZERO: - var dash_local_pos = _last_movement_direction * dash_length - # TODO: check if valid position, crop the vector to last valid position - global_position += dash_local_pos + _model.update(input_pkt, delta)