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-rw-r--r--demos/3d/platformer/player.gd34
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