X-Git-Url: http://git.purplebirdman.com/frog-ninja.git/blobdiff_plain/b342a38312eb9ee325e8d624fa28286a1b4cf1e4..3aebb768a5eef14badd98369da99ee151d2a060b:/player/player.gd diff --git a/player/player.gd b/player/player.gd index ce43a78..6e32bcd 100644 --- a/player/player.gd +++ b/player/player.gd @@ -1,76 +1,12 @@ extends CharacterBody3D class_name Player -########## -# settings -########## - -@export_group("Movement") -@export var walk_speed := 8.0 -@export var dash_length := 10.0 -@export var air_speed := 3.0 -@export var acceleration := 30.0 -@export var rotation_speed := 10.0 -@export var idle_timeout := 5.0 - -###### -# init -###### @onready var _input: InputHandler = %Input -@onready var _camera: Camera3D = %camera -@onready var _skin: AnimatedSkin = %skin - -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 +@onready var _model: PlayerModel = %Model -########## -# movement -########## - func _physics_process(delta: float) -> void: var input_pkt := _input.get_player_input() - velocity = _get_velocity_by_input(input_pkt, delta) + velocity = _model.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