X-Git-Url: http://git.purplebirdman.com/knight.git/blobdiff_plain/8eac100b8bfd471e2057544c95f355affd249dda..dff18309792f5f7c4ac032fc3bd6faed7a1203bd:/player/player.gd diff --git a/player/player.gd b/player/player.gd index 1c483fa..f6b6c56 100644 --- a/player/player.gd +++ b/player/player.gd @@ -1,7 +1,7 @@ extends CharacterBody3D -@onready var _skin: Node3D = $skin +@onready var _skin: KnightSkin = $skin const SPEED = 5.0 @@ -15,17 +15,11 @@ 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() -func _physics_process(delta: float) -> void: - # Add the gravity. - if not is_on_floor(): - velocity += get_gravity() * FALL_SPEED * delta - - # 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") @@ -38,10 +32,26 @@ func _physics_process(delta: float) -> void: velocity.x = 0 velocity.z = 0 - move_and_slide() + # Handle jump. + if Input.is_action_just_pressed("ui_accept") and is_on_floor(): + velocity.y = JUMP_VELOCITY + +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.BACK.signed_angle_to(_last_movement_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()