]> Untitled Git - star-foxy.git/blobdiff - player/player.gd
Added some stupid control
[star-foxy.git] / player / player.gd
index 0dbb6d936ddc8bcf5033553292b53433e47be795..53bd3ed500259114a93cd216d6d67f71cb75e0cb 100644 (file)
@@ -1,6 +1,9 @@
 extends KinematicBody
 
-const SPEED = 20
+const SPEED_FORWARD = 5
+const SPEED_TURN = 60
+const SPEED_AIM = PI / 4
+const FRICTION = 0.99
 
 var velocity = Vector3()
 
@@ -9,28 +12,40 @@ func _ready():
        pass # Replace with function body.
 
 func get_player_input(delta):
-       var cam_vec_lateral = $Camera.transform.basis.x
-       var cam_vec_vertical = $Camera.transform.basis.y
+       var vec_lateral = transform.basis.x
+       var vec_vertical = transform.basis.y
        
        
        if Input.is_action_pressed("player_left"):
-               velocity += SPEED * cam_vec_lateral * delta
+               velocity += SPEED_TURN * -vec_lateral * delta
        elif Input.is_action_pressed("player_right"):
-               velocity += SPEED * -cam_vec_lateral * delta
+               velocity += SPEED_TURN * vec_lateral * delta
                
        if Input.is_action_pressed("player_up"):
-               velocity += SPEED * cam_vec_vertical * delta
+               velocity += SPEED_TURN * vec_vertical * delta
        elif Input.is_action_pressed("player_down"):
-               velocity += SPEED * -cam_vec_vertical * delta
+               velocity += SPEED_TURN * -vec_vertical * delta
+       
+       if Input.is_action_pressed("player_aim_up"):
+               rotate_x(SPEED_AIM * delta)
+       elif Input.is_action_pressed("player_aim_down"):
+               rotate_x(-SPEED_AIM * delta)    
                
+       if Input.is_action_pressed("player_aim_left"):
+               rotate_y(SPEED_AIM * delta)
+       elif Input.is_action_pressed("player_aim_right"):
+               rotate_y(-SPEED_AIM * delta)    
                
-func _process(delta):
-       # move foward according to the camera's POV
-       var cam_vec_forward = $Camera.transform.basis.z
-       velocity += SPEED * -cam_vec_forward * delta
        
+func _process(delta):
        # get velocity changes player asks for
        get_player_input(delta)
+       velocity.x *= FRICTION
+       velocity.y *= FRICTION
        
-func _physics_process(_delta):
+       # move foward according to the camera's POV
+       var vec_forward = transform.basis.z
+       velocity += SPEED_FORWARD * -vec_forward * delta
+
+func _physics_process(delta):
        velocity = move_and_slide(velocity, Vector3.UP)