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extends KinematicBody
# member variables here, example:
# var a=2
# var b="textvar"
var g = -9.8
var vel = Vector3()
const MAX_SPEED = 5
const JUMP_SPEED = 7
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
var cam_xform = get_node("target/camera").get_global_transform()
if (Input.is_action_pressed("move_forward")):
dir+=-cam_xform.basis[2]
if (Input.is_action_pressed("move_backwards")):
dir+=cam_xform.basis[2]
if (Input.is_action_pressed("move_left")):
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
var hvel = vel
hvel.y=0
var target = dir*MAX_SPEED
var accel
if (dir.dot(hvel) >0):
accel=ACCEL
else:
accel=DEACCEL
hvel = hvel.linear_interpolate(target,accel*delta)
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
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
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
motion=move(motion)
if (motion.length()<0.001):
break
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
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 ):
get_node("../ty").show()
pass # replace with function body
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