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authorJuan Linietsky <reduzio@gmail.com>2015-12-09 09:10:00 -0300
committerJuan Linietsky <reduzio@gmail.com>2015-12-09 09:10:00 -0300
commitaadced2f72476f637c6c14e48d3811e088eda951 (patch)
tree34df51f29d92225f28dcdfc495b8796ae7430ceb /demos/3d/kinematic_char/cubio.gd
parent6bc6b8fcf24bdfcae4a990054c9077e1bc5a87e5 (diff)
parentdb9da152765357c5e484792fc5e31a25acbc7616 (diff)
Merge branch 'master' of https://github.com/godotengine/godot
Diffstat (limited to 'demos/3d/kinematic_char/cubio.gd')
-rw-r--r--demos/3d/kinematic_char/cubio.gd91
1 files changed, 41 insertions, 50 deletions
diff --git a/demos/3d/kinematic_char/cubio.gd b/demos/3d/kinematic_char/cubio.gd
index 058b919d05..769ada3bca 100644
--- a/demos/3d/kinematic_char/cubio.gd
+++ b/demos/3d/kinematic_char/cubio.gd
@@ -1,10 +1,7 @@
extends KinematicBody
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
+# Member variables
var g = -9.8
var vel = Vector3()
const MAX_SPEED = 5
@@ -13,83 +10,77 @@ const ACCEL= 2
const DEACCEL= 4
const MAX_SLOPE_ANGLE = 30
-func _fixed_process(delta):
- var dir = Vector3() #where does the player intend to walk to
+func _fixed_process(delta):
+ var dir = Vector3() # Where does the player intend to walk to
var cam_xform = get_node("target/camera").get_global_transform()
if (Input.is_action_pressed("move_forward")):
- dir+=-cam_xform.basis[2]
+ dir += -cam_xform.basis[2]
if (Input.is_action_pressed("move_backwards")):
- dir+=cam_xform.basis[2]
+ dir += cam_xform.basis[2]
if (Input.is_action_pressed("move_left")):
- dir+=-cam_xform.basis[0]
+ dir += -cam_xform.basis[0]
if (Input.is_action_pressed("move_right")):
- dir+=cam_xform.basis[0]
-
- dir.y=0
- dir=dir.normalized()
-
- vel.y+=delta*g
+ dir += cam_xform.basis[0]
+
+ dir.y = 0
+ dir = dir.normalized()
+
+ vel.y += delta*g
var hvel = vel
- hvel.y=0
+ hvel.y = 0
var target = dir*MAX_SPEED
var accel
- if (dir.dot(hvel) >0):
- accel=ACCEL
+ if (dir.dot(hvel) > 0):
+ accel = ACCEL
else:
- accel=DEACCEL
-
- hvel = hvel.linear_interpolate(target,accel*delta)
+ accel = DEACCEL
+
+ hvel = hvel.linear_interpolate(target, accel*delta)
+
+ vel.x = hvel.x
+ vel.z = hvel.z
- vel.x=hvel.x;
- vel.z=hvel.z
-
var motion = move(vel*delta)
-
+
var on_floor = false
var original_vel = vel
-
-
- var floor_velocity=Vector3()
-
- var attempts=4
+ var floor_velocity = Vector3()
+ var attempts = 4
while(is_colliding() and attempts):
- var n=get_collision_normal()
-
- if ( rad2deg(acos(n.dot( Vector3(0,1,0)))) < MAX_SLOPE_ANGLE ):
- #if angle to the "up" vectors is < angle tolerance
- #char is on floor
- floor_velocity=get_collider_velocity()
- on_floor=true
+ var n = get_collision_normal()
+
+ if (rad2deg(acos(n.dot(Vector3(0, 1, 0)))) < MAX_SLOPE_ANGLE):
+ # If angle to the "up" vectors is < angle tolerance,
+ # char is on floor
+ floor_velocity = get_collider_velocity()
+ on_floor = true
motion = n.slide(motion)
vel = n.slide(vel)
if (original_vel.dot(vel) > 0):
- #do not allow to slide towads the opposite direction we were coming from
+ # Do not allow to slide towads the opposite direction we were coming from
motion=move(motion)
- if (motion.length()<0.001):
+ if (motion.length() < 0.001):
break
- attempts-=1
-
- if (on_floor and floor_velocity!=Vector3()):
- move(floor_velocity*delta)
+ attempts -= 1
+
+ if (on_floor and floor_velocity != Vector3()):
+ move(floor_velocity*delta)
if (on_floor and Input.is_action_pressed("jump")):
- vel.y=JUMP_SPEED
-
+ vel.y = JUMP_SPEED
+
var crid = get_node("../elevator1").get_rid()
-# print(crid," : ",PS.body_get_state(crid,PS.BODY_STATE_TRANSFORM))
+
func _ready():
- # Initalization here
set_fixed_process(true)
- pass
-func _on_tcube_body_enter( body ):
+func _on_tcube_body_enter(body):
get_node("../ty").show()
- pass # replace with function body