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@@ -11,8 +11,9 @@ extends KinematicBody
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export (bool) var can_move = true #Alow player to input movment.
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export (bool) var can_move = true #Alow player to input movment.
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export (bool) var can_sprint = true #Alow player to toggle sprint movment.
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export (bool) var can_sprint = true #Alow player to toggle sprint movment.
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export (float) var move_speed = 8 #Players movement speed
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export (float) var move_speed = 8 #Players movement speed
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-export (float) var move_speed_sprint = 600#16 #Players sprint movement speed
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+export (float) var move_speed_sprint = 16#16 #Players sprint movement speed
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export (bool) var move_sprint = false #Player sprinting toggle
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export (bool) var move_sprint = false #Player sprinting toggle
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+export (float) var move_speed_max = 200 #Player maximum velocity
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export (float) var move_acceleration = 7 #Players acceleration to movment speed
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export (float) var move_acceleration = 7 #Players acceleration to movment speed
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export (float) var move_deacceleration = 10 #Players deacceleration from movment speed
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export (float) var move_deacceleration = 10 #Players deacceleration from movment speed
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export (bool) var mouse_captured = true #Toggles mouse captured mode
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export (bool) var mouse_captured = true #Toggles mouse captured mode
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@@ -21,7 +22,7 @@ export (float) var mouse_sensitivity_y = 0.3 #Mouse sensitivity Y axis
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export (float) var mouse_max_up = 45 #Mouse max look angle up
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export (float) var mouse_max_up = 45 #Mouse max look angle up
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export (float) var mouse_max_down = -50 #Mouse max look angle down
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export (float) var mouse_max_down = -50 #Mouse max look angle down
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export (float) var jump_speed = 6 #Players jumps speed
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export (float) var jump_speed = 6 #Players jumps speed
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-export (float) var jump_speed_sprint = 400 #Players jumps speed
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+export (float) var jump_speed_sprint = 12 #Players jumps speed
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export (bool) var allow_fall_input = true #Alow player to input movment when falling
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export (bool) var allow_fall_input = true #Alow player to input movment when falling
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export (bool) var stop_on_slope = false #Toggle sliding on slopes
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export (bool) var stop_on_slope = false #Toggle sliding on slopes
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export (float) var max_slides = 4 #Maximum of slides
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export (float) var max_slides = 4 #Maximum of slides
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@@ -59,7 +60,8 @@ func _process(delta):
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var pos = self.global_transform.origin
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var pos = self.global_transform.origin
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.get_parent().get_node("UI/1").text="x:%s y:%s z:%s" %[pos.x, pos.y, pos.z]
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.get_parent().get_node("UI/1").text="x:%s y:%s z:%s" %[pos.x, pos.y, pos.z]
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.get_parent().get_node("UI/2").text="latlonhight: "+str(getSpos())+","+str(pos.length())
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.get_parent().get_node("UI/2").text="latlonhight: "+str(getSpos())+","+str(pos.length())
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- #.get_parent().get_node("UI/4").text="chunkDist: %s" % get_node("/Tiles").get_child(0).get_global_transform().origin
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+ .get_parent().get_node("UI/3").text="vel: %s" % velocity
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+ .get_parent().get_node("UI/4").text="mode: %s" % move_mode
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#floor_normal = pos.normalized()
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#floor_normal = pos.normalized()
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#gravaty_vector = floor_normal * -1
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#gravaty_vector = floor_normal * -1
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@@ -77,8 +79,11 @@ func _physics_process(delta):
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# we differentialte the y portion to apply a different speed (jump_speed)
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# we differentialte the y portion to apply a different speed (jump_speed)
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var horDir = Vector3()
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var horDir = Vector3()
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var vertDir = Vector3()
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var vertDir = Vector3()
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- if move_mode == moveMode.MODE_FLY:
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- horDir = forward
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+ match move_mode:
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+ moveMode.MODE_FLY:
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+ horDir = forward
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+ moveMode.MODE_HOVER:
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+ horDir = -velocity * 0.5
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if can_move and (is_on_floor() or allow_fall_input):
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if can_move and (is_on_floor() or allow_fall_input):
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@@ -112,9 +117,11 @@ func _physics_process(delta):
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#Sprint toggle
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#Sprint toggle
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if can_sprint and Input.is_action_just_pressed("move_sprint"): #and is_on_floor():
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if can_sprint and Input.is_action_just_pressed("move_sprint"): #and is_on_floor():
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move_sprint = true
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move_sprint = true
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+ move_speed_max = 600
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if can_sprint and not Input.is_action_pressed("move_sprint"): #and is_on_floor():
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if can_sprint and not Input.is_action_pressed("move_sprint"): #and is_on_floor():
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move_sprint = false
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move_sprint = false
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+ move_speed_max = 200
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#Hover toggle
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#Hover toggle
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if Input.is_action_just_pressed("hover_mode"):
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if Input.is_action_just_pressed("hover_mode"):
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@@ -128,16 +135,25 @@ func _physics_process(delta):
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if move_mode != moveMode.MODE_FLY:
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if move_mode != moveMode.MODE_FLY:
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move_mode = moveMode.MODE_FLY
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move_mode = moveMode.MODE_FLY
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else:
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else:
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- move_mode = moveMode.MODE_NORMAL
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-
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+ move_mode = moveMode.MODE_NORMAL
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- if not (move_mode == moveMode.MODE_NORMAL and horDir+vertDir == Vector3(0, 0, 0)):
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- velocity = velocity.linear_interpolate(horDir * (move_speed_sprint if move_sprint else move_speed)
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- + vertDir * (jump_speed_sprint if move_sprint else jump_speed), move_acceleration * delta)
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+ if move_mode == moveMode.MODE_NORMAL and horDir+vertDir == Vector3(0, 0, 0):
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+ # in NORMAL MODE velocity stays unchanged without input
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+ pass
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+ else:
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+ #velocity = velocity.linear_interpolate(horDir * (move_speed_sprint if move_sprint else move_speed)
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+ # + vertDir * (jump_speed_sprint if move_sprint else jump_speed), move_acceleration * delta)
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+ velocity += (horDir * (move_speed_sprint if move_sprint else move_speed)
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+ + vertDir * (jump_speed_sprint if move_sprint else jump_speed)) * move_acceleration * delta
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#velocity = velocity.linear_interpolate(vertDir * (jump_speed_sprint if move_sprint else jump_speed), move_acceleration * delta)
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#velocity = velocity.linear_interpolate(vertDir * (jump_speed_sprint if move_sprint else jump_speed), move_acceleration * delta)
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#if !is_on_floor():
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#if !is_on_floor():
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#velocity -= up * gravaty
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#velocity -= up * gravaty
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+
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+ # limit Speed
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+ if velocity.length() > move_speed_max:
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+ velocity = velocity.normalized() * move_speed_max
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+
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velocity = move_and_slide(velocity, up)
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velocity = move_and_slide(velocity, up)
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