extends KinematicBody
-const SPEED_FORWARD = 5
-const SPEED_TURN = 60
-const SPEED_AIM = PI / 4
-const FRICTION = 0.99
+const SPEED_FORWARD = 20
+const SPEED_MAX = 20
+const SPEED_TURN = 120
+const SPEED_AIM = PI / 2
+var bullet_alterating = 0
var velocity = Vector3()
+var scene_bullet = preload("res://player/bullet.tscn")
# Called when the node enters the scene tree for the first time.
func _ready():
velocity += SPEED_TURN * -vec_vertical * delta
if Input.is_action_pressed("player_aim_up"):
- rotate_x(SPEED_AIM * delta)
+ rotate_object_local(Vector3.RIGHT, SPEED_AIM * delta)
elif Input.is_action_pressed("player_aim_down"):
- rotate_x(-SPEED_AIM * delta)
+ rotate_object_local(Vector3.RIGHT, -SPEED_AIM * delta)
if Input.is_action_pressed("player_aim_left"):
- rotate_y(SPEED_AIM * delta)
+ rotate(Vector3.UP, SPEED_AIM * delta)
elif Input.is_action_pressed("player_aim_right"):
- rotate_y(-SPEED_AIM * delta)
+ rotate(Vector3.UP, -SPEED_AIM * delta)
+ # offense
+ if Input.is_action_pressed("player_fire"):
+ if $bullet_timer.time_left == 0:
+ fire_bullet()
+
+func fire_bullet():
+ var bullet = scene_bullet.instance()
+ $"..".add_child(bullet)
+
+ bullet_alterating = (bullet_alterating + 1) % 2
+ bullet.translation = translation - transform.basis.x * (4 * bullet_alterating - 2)
+ bullet.rotation = rotation
+ bullet.direction = -transform.basis.z
+
+ $bullet_timer.start()
func _process(delta):
# get velocity changes player asks for
get_player_input(delta)
- velocity.x *= FRICTION
- velocity.y *= FRICTION
# move foward according to the camera's POV
var vec_forward = transform.basis.z
velocity += SPEED_FORWARD * -vec_forward * delta
+
+ # air friction
+ var friction = SPEED_MAX / velocity.length()
+ velocity *= friction
-func _physics_process(delta):
+func _physics_process(_delta):
velocity = move_and_slide(velocity, Vector3.UP)