]> Untitled Git - frog-ninja.git/commitdiff
Refactoring
authorClifton Palmer <clifton.james.palmer@protonmail.com>
Mon, 5 May 2025 15:47:02 +0000 (18:47 +0300)
committerClifton Palmer <clifton.james.palmer@protonmail.com>
Mon, 5 May 2025 15:47:02 +0000 (18:47 +0300)
player/player.gd

index d08f491a1fbbe25220a7980c9fd3a899bfce495b..11e41ac8eb165d6fbb4b83508675b14c99a40e8c 100644 (file)
@@ -10,13 +10,9 @@ class_name Player
 @export var dash_length := 10.0
 
 @export var air_speed := 3.0
-@export var acceleration := 50.0
+@export var acceleration := 30.0
 @export var rotation_speed := 10.0
 @export var idle_timeout := 5.0
-@export var hard_landing_limit := 10.0
-
-@export_group("Physics")
-@export var push_force := 5.0
 
 @export_group("Camera")
 @export_range(1.0, 10.0) var camera_distance := 2.0
@@ -39,13 +35,12 @@ var _last_movement_direction := rotation
 var _floor_normal := Vector3.ONE
 var _ground_slope_input := 0.0
 var _camera_input_direction := Vector2.ZERO
-
-enum {CAMERA_MOUSE_INPUT, CAMERA_JOYSTICK_INPUT}
-var _camera_input_method := CAMERA_MOUSE_INPUT
-
 var _idle_time: float = 0.0
 var _player_speed: float = walk_speed
 
+enum CameraInput {MOUSE, JOYSTICK}
+var _camera_input_method := CameraInput.MOUSE
+
 
 func _ready() -> void:
        _camera_spring.spring_length = camera_distance
@@ -63,11 +58,11 @@ func _unhandled_input(event: InputEvent) -> void:
 
                        #_camera_input_direction *= mouse_sensitivity
        if event is InputEventMouseMotion:
-               _camera_input_method = CAMERA_MOUSE_INPUT
+               _camera_input_method = CameraInput.MOUSE
                _camera_input_direction = event.screen_relative * mouse_sensitivity
        elif event is InputEventJoypadMotion:
                # TODO: add these settings!
-               _camera_input_method = CAMERA_JOYSTICK_INPUT
+               _camera_input_method = CameraInput.JOYSTICK
                _camera_input_direction = Input.get_vector("camera-left", "camera-right", "camera-up", "camera-down")
                _camera_input_direction *= Vector2(joystick_sensitivity_x, -joystick_sensitivity_y)
 
@@ -112,7 +107,7 @@ func _process_camera(delta: float) -> void:
        _camera_pivot.rotation.y -= _camera_input_direction.x * mouse_sensitivity_x * delta
 
        # reset mouse movement vector if mouse input
-       if _camera_input_method == CAMERA_MOUSE_INPUT:
+       if _camera_input_method == CameraInput.MOUSE:
                _camera_input_direction = Vector2.ZERO
                
        # change spring length depending on player speed
@@ -179,8 +174,7 @@ func _process_player(delta: float) -> void:
 #########
 
 func _player_dash():
-       var move_direction := _get_player_move_direction()
-       if move_direction != Vector3.ZERO:
-               var dash_local_pos = move_direction * dash_length
+       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