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-rw-r--r--demos/3d/platformer/follow_camera.gd6
1 files changed, 3 insertions, 3 deletions
diff --git a/demos/3d/platformer/follow_camera.gd b/demos/3d/platformer/follow_camera.gd
index 0b9ff9bbb2..60eef5787a 100644
--- a/demos/3d/platformer/follow_camera.gd
+++ b/demos/3d/platformer/follow_camera.gd
@@ -45,13 +45,13 @@ func _fixed_process(dt):
var col = ds.intersect_ray(target,target,collision_exception)
var col_right = ds.intersect_ray(target,target+Matrix3(up,deg2rad(-autoturn_ray_aperture)).xform(delta),collision_exception)
- if (col!=null):
+ if (!col.empty()):
#if main ray was occluded, get camera closer, this is the worst case scenario
delta = col.position - target
- elif (col_left!=null and col_right==null):
+ elif (!col_left.empty() and col_right.empty()):
#if only left ray is occluded, turn the camera around to the right
delta = Matrix3(up,deg2rad(-dt*autoturn_speed)).xform(delta)
- elif (col_left==null and col_right!=null):
+ elif (col_left.empty() and !col_right.empty()):
#if only right ray is occluded, turn the camera around to the left
delta = Matrix3(up,deg2rad(dt*autoturn_speed)).xform(delta)
else: