X-Git-Url: http://git.purplebirdman.com/knight.git/blobdiff_plain/14955fc67047f5f1fde5c1cb2570ca5e6de5c439..dff18309792f5f7c4ac032fc3bd6faed7a1203bd:/player/player.gd diff --git a/player/player.gd b/player/player.gd index 54b838e..f6b6c56 100644 --- a/player/player.gd +++ b/player/player.gd @@ -1,37 +1,57 @@ extends CharacterBody3D -@onready var _skin: Node3D = $skin +@onready var _skin: KnightSkin = $skin const SPEED = 5.0 -const JUMP_VELOCITY = 4.5 +const JUMP_VELOCITY = 4.5 * 3 +const FALL_SPEED = 2.0 -func _physics_process(delta: float) -> void: - # Add the gravity. - if not is_on_floor(): - velocity += get_gravity() * delta +var _last_movement_direction := Vector3.FORWARD + + +func _input(event: InputEvent) -> void: + if event.is_action_released("ui_accept"): + velocity.y = 0 + elif event.is_action_pressed("player-attack"): + _skin.attack() - # Handle jump. - if Input.is_action_just_pressed("ui_accept") and is_on_floor(): - velocity.y = JUMP_VELOCITY +func _process_player_input(_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 + + # Handle jump. + if Input.is_action_just_pressed("ui_accept") and is_on_floor(): + velocity.y = JUMP_VELOCITY - move_and_slide() +func _process_player_skin(_delta: float) -> void: + _skin.global_rotation.y = Vector3.BACK.signed_angle_to(_last_movement_direction, Vector3.UP) + if is_on_floor(): - _skin.forward(velocity.length()) - _skin.global_rotation.y = Vector3.FORWARD.signed_angle_to(direction, Vector3.UP) + _skin.move(velocity.length()) else: _skin.fall() + + +func _physics_process(delta: float) -> void: + # Add the gravity. + if not is_on_floor(): + velocity += get_gravity() * FALL_SPEED * delta + + _process_player_input(delta) + _process_player_skin(delta) + + move_and_slide()