]> Untitled Git - star-foxy.git/blobdiff - player/player.gd
Updated with keyboard controls
[star-foxy.git] / player / player.gd
index b8d2b3b3b1f16fbe6da8aeba46b9108ec045430d..018f6694bc23ba003487e072c61e66c6bfc4d694 100644 (file)
@@ -1,11 +1,13 @@
 extends KinematicBody
 
 extends KinematicBody
 
-const SPEED_FORWARD = 2
+const SPEED_FORWARD = 20
+const SPEED_MAX = 20
 const SPEED_TURN = 120
 const SPEED_AIM = PI / 2
 const SPEED_TURN = 120
 const SPEED_AIM = PI / 2
-const FRICTION = 0.95
 
 
+var bullet_alterating = 0
 var velocity = Vector3()
 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():
 
 # Called when the node enters the scene tree for the first time.
 func _ready():
@@ -36,6 +38,21 @@ func get_player_input(delta):
        elif Input.is_action_pressed("player_aim_right"):
                rotate(Vector3.UP, -SPEED_AIM * delta)  
                
        elif Input.is_action_pressed("player_aim_right"):
                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
        
 func _process(delta):
        # get velocity changes player asks for
@@ -44,6 +61,10 @@ func _process(delta):
        # move foward according to the camera's POV
        var vec_forward = transform.basis.z
        velocity += SPEED_FORWARD * -vec_forward * delta
        # 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):
        velocity = move_and_slide(velocity, Vector3.UP)
 
 func _physics_process(_delta):
        velocity = move_and_slide(velocity, Vector3.UP)