diff options
Diffstat (limited to 'demos/3d/platformer/player.gd')
-rw-r--r-- | demos/3d/platformer/player.gd | 34 |
1 files changed, 17 insertions, 17 deletions
diff --git a/demos/3d/platformer/player.gd b/demos/3d/platformer/player.gd index f299f885ed..4cac1817e4 100644 --- a/demos/3d/platformer/player.gd +++ b/demos/3d/platformer/player.gd @@ -1,7 +1,7 @@ extends RigidBody -# member variables +# Member variables const ANIM_FLOOR = 0 const ANIM_AIR_UP = 1 const ANIM_AIR_DOWN = 2 @@ -14,14 +14,14 @@ const CHAR_SCALE = Vector3(0.3, 0.3, 0.3) var facing_dir = Vector3(1, 0, 0) var movement_dir = Vector3() -var jumping=false +var jumping = false var turn_speed = 40 var keep_jump_inertia = true var air_idle_deaccel = false var accel = 19.0 var deaccel = 14.0 -var sharp_turn_threshhold = 140 +var sharp_turn_threshold = 140 var max_speed = 3.1 var on_floor = false @@ -34,7 +34,7 @@ var shoot_blend = 0 func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn): - var n = p_target # normal + var n = p_target # Normal var t = n.cross(current_gn).normalized() var x = n.dot(p_facing) @@ -42,7 +42,7 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn): var ang = atan2(y,x) - if (abs(ang) < 0.001): # too small + if (abs(ang) < 0.001): # Too small return p_facing var s = sign(ang) @@ -59,22 +59,22 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn): func _integrate_forces(state): - var lv = state.get_linear_velocity() # linear velocity + var lv = state.get_linear_velocity() # Linear velocity var g = state.get_total_gravity() var delta = state.get_step() # var d = 1.0 - delta*state.get_total_density() # if (d < 0): # d = 0 - lv += g*delta # apply gravity + lv += g*delta # Apply gravity var anim = ANIM_FLOOR var up = -g.normalized() # (up is against gravity) - var vv = up.dot(lv) # vertical velocity - var hv = lv - up*vv # horizontal velocity + var vv = up.dot(lv) # Vertical velocity + var hv = lv - up*vv # Horizontal velocity - var hdir = hv.normalized() # horizontal direction - var hspeed = hv.length() # horizontal speed + var hdir = hv.normalized() # Horizontal direction + var hspeed = hv.length() # Horizontal speed var floor_velocity var onfloor = false @@ -90,7 +90,7 @@ func _integrate_forces(state): floor_velocity = state.get_contact_collider_velocity_at_pos(i) break - var dir = Vector3() # where does the player intend to walk to + 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")): @@ -108,7 +108,7 @@ func _integrate_forces(state): var target_dir = (dir - up*dir.dot(up)).normalized() if (onfloor): - var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshhold + var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshold if (dir.length() > 0.1 and !sharp_turn): if (hspeed > 0.001): @@ -130,7 +130,7 @@ func _integrate_forces(state): hv = hdir*hspeed - var mesh_xform = get_node("Armature").get_transform() + var mesh_xform = get_node("Armature").get_transform() var facing_mesh = -mesh_xform.basis[0].normalized() facing_mesh = (facing_mesh - up*facing_mesh.dot(up)).normalized() facing_mesh = adjust_facing(facing_mesh, target_dir, delta, 1.0/hspeed*turn_speed, up) @@ -171,7 +171,7 @@ func _integrate_forces(state): #lv += floor_velocity last_floor_velocity = floor_velocity else: - if (on_floor) : + if (on_floor): #if (keep_jump_inertia): # lv += last_floor_velocity pass @@ -180,7 +180,7 @@ func _integrate_forces(state): movement_dir = lv on_floor = onfloor - + state.set_linear_velocity(lv) if (shoot_blend > 0): @@ -194,7 +194,7 @@ func _integrate_forces(state): bullet.set_transform(get_node("Armature/bullet").get_global_transform().orthonormalized()) get_parent().add_child(bullet) bullet.set_linear_velocity(get_node("Armature/bullet").get_global_transform().basis[2].normalized()*20) - PS.body_add_collision_exception(bullet.get_rid(), get_rid()) # add it to bullet + PS.body_add_collision_exception(bullet.get_rid(), get_rid()) # Add it to bullet get_node("sfx").play("shoot") prev_shoot = shoot_attempt |