X-Git-Url: http://git.purplebirdman.com/knight.git/blobdiff_plain/14955fc67047f5f1fde5c1cb2570ca5e6de5c439..8eac100b8bfd471e2057544c95f355affd249dda:/player/player.gd diff --git a/player/player.gd b/player/player.gd index 54b838e..1c483fa 100644 --- a/player/player.gd +++ b/player/player.gd @@ -5,13 +5,22 @@ extends CharacterBody3D const SPEED = 5.0 -const JUMP_VELOCITY = 4.5 +const JUMP_VELOCITY = 4.5 * 3 +const FALL_SPEED = 2.0 + + +var _last_movement_direction := Vector3.FORWARD + + +func _input(event: InputEvent) -> void: + if event.is_action_released("ui_accept"): + velocity.y = 0 func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): - velocity += get_gravity() * delta + velocity += get_gravity() * FALL_SPEED * delta # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): @@ -20,18 +29,19 @@ func _physics_process(delta: float) -> void: # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") - var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() + var direction := -(transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED - velocity.z = -direction.z * SPEED + velocity.z = direction.z * SPEED + _last_movement_direction = direction else: - velocity.x = move_toward(velocity.x, 0, SPEED) - velocity.z = move_toward(velocity.z, 0, SPEED) + velocity.x = 0 + velocity.z = 0 move_and_slide() if is_on_floor(): _skin.forward(velocity.length()) - _skin.global_rotation.y = Vector3.FORWARD.signed_angle_to(direction, Vector3.UP) + _skin.global_rotation.y = Vector3.BACK.signed_angle_to(_last_movement_direction, Vector3.UP) else: _skin.fall()