Add jumping
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@ -1057,9 +1057,10 @@ size = Vector3(87.9724, 96.1174, 91.8458)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0415039, 58.3319, 0.0198975)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0415039, 58.3319, 0.0198975)
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size = Vector3(43.3174, 26.5295, 43.4319)
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size = Vector3(43.3174, 26.5295, 43.4319)
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[node name="Player" type="CharacterBody3D" parent="."]
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[node name="Player" type="CharacterBody3D" parent="." node_paths=PackedStringArray("Eye")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 4.51124, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 4.51124, 0)
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script = ExtResource("10_87t4r")
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script = ExtResource("10_87t4r")
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Eye = NodePath("PlayerEyeCamera")
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[node name="PlayerEyeCamera" type="Camera3D" parent="Player"]
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[node name="PlayerEyeCamera" type="Camera3D" parent="Player"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.7, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.7, 0)
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@ -7,33 +7,48 @@ namespace Gmtk24 {
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[Export]
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[Export]
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public float SprintMultiplier = 1.5f;
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public float SprintMultiplier = 1.5f;
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[Export]
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[Export]
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public float JumpVelocity = 10;
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[Export]
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public float JumpBufferLengthSeconds = 0.2f;
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[Export]
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public Node3D Eye;
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public Node3D Eye;
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private float CurrentYaw = 0;
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private float CurrentPitch = 0;
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private float CurrentPitch = 0;
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private float JumpBufferTime = 0;
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public override void _Ready() {
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public override void _Ready() {
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// Input.MouseMode = Input.MouseModeEnum.Captured;
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Input.MouseMode = Input.MouseModeEnum.Captured;
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}
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}
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public override void _Input(InputEvent @event) {
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public override void _UnhandledInput(InputEvent @event) {
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if (@event is InputEventMouseMotion ev && Input.MouseMode == Input.MouseModeEnum.Captured) {
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if (@event is InputEventMouseMotion ev && Input.MouseMode == Input.MouseModeEnum.Captured) {
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var cameraSensitivityX = 3f; // FIXME: use camera sensitivity and invert settings
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var cameraSensitivityX = 2f; // FIXME: use camera sensitivity and invert settings
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var cameraSensitivityY = 3f; // FIXME: use camera sensitivity and invert settings
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var cameraSensitivityY = 2f; // FIXME: use camera sensitivity and invert settings
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Eye.RotateY(ev.Relative.X * 0.01f * cameraSensitivityX);
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var mouseMultiplier = 0.0003f;
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CurrentPitch += ev.Relative.Y * 0.01f * cameraSensitivityY;
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CurrentYaw -= ev.Relative.X * mouseMultiplier * cameraSensitivityX;
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CurrentPitch -= ev.Relative.Y * mouseMultiplier * cameraSensitivityY;
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GetViewport().SetInputAsHandled();
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}
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}
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}
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}
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public override void _Process(double delta) {
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public override void _Process(double delta) {
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var yawInput = Input.GetActionStrength("look_left") - Input.GetActionStrength("look_right");
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var yawInput = Input.GetActionStrength("look_left") - Input.GetActionStrength("look_right");
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var pitchInput = Input.GetActionStrength("look_up") - Input.GetActionStrength("look_down");
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var pitchInput = Input.GetActionStrength("look_up") - Input.GetActionStrength("look_down");
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var cameraSensitivityX = 3f; // FIXME: use camera sensitivity and invert settings
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var cameraSensitivityX = 2f; // FIXME: use camera sensitivity and invert settings
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var cameraSensitivityY = 3f; // FIXME: use camera sensitivity and invert settings
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var cameraSensitivityY = 2f; // FIXME: use camera sensitivity and invert settings
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Eye.RotateY(yawInput * cameraSensitivityX * (float)delta);
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CurrentYaw += yawInput * cameraSensitivityX * (float)delta;
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if (Eye != null) {
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if (Eye != null) {
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CurrentPitch += pitchInput * cameraSensitivityY * (float)delta;
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CurrentPitch += pitchInput * cameraSensitivityY * (float)delta;
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CurrentPitch = Mathf.Clamp(CurrentPitch, -Mathf.Pi / 2, Mathf.Pi / 2);
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CurrentPitch = Mathf.Clamp(CurrentPitch, -Mathf.Pi * 0.49f, Mathf.Pi * 0.49f);
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Eye.Quaternion = new Quaternion(Vector3.Right, CurrentPitch);
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}
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Eye.Quaternion = new Quaternion(Vector3.Up, CurrentYaw) * new Quaternion(Vector3.Right, CurrentPitch);
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if (JumpBufferTime > 0) {
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JumpBufferTime -= (float)delta;
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}
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if (Input.IsActionJustPressed("jump")) {
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JumpBufferTime = JumpBufferLengthSeconds;
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}
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}
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}
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}
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@ -47,11 +62,17 @@ namespace Gmtk24 {
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if (Input.IsActionPressed("sprint")) {
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if (Input.IsActionPressed("sprint")) {
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move *= SprintMultiplier;
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move *= SprintMultiplier;
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}
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}
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Vector3 vel = Velocity;
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Vector3 vel = Velocity;
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vel.X = move.X;
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vel.X = move.X;
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vel.Z = move.Z;
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vel.Z = move.Z;
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vel += GetGravity() * (float)delta;
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vel += GetGravity() * (float)delta;
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if (IsOnFloor() && JumpBufferTime > 0) {
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JumpBufferTime = 0;
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vel += Vector3.Up * JumpVelocity;
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}
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Velocity = vel;
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Velocity = vel;
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MoveAndSlide();
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MoveAndSlide();
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}
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}
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}
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}
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