X-Git-Url: http://git.purplebirdman.com/star-foxy.git/blobdiff_plain/aa5570c71a74c44b300ec57dab7d4a4c07b98f72..a0b7af4227664a5d3898ed3bdc9baf9a85a85eeb:/player/player.gd diff --git a/player/player.gd b/player/player.gd index 0dbb6d9..53bd3ed 100644 --- a/player/player.gd +++ b/player/player.gd @@ -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)