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-rw-r--r--Player.gd48
1 files changed, 17 insertions, 31 deletions
diff --git a/Player.gd b/Player.gd
index 9953d16..335a73c 100644
--- a/Player.gd
+++ b/Player.gd
@@ -2,44 +2,30 @@ extends KinematicBody
export var speed = 20
export var ang_speed = PI
-export var mouse_dpi = 0.2
+export var mouse_sens = 0.2
export var pitch_min = -0.8
export var pitch_max = 0.8
-func joystick(neg_x: String,pos_x: String,neg_y: String,pos_y: String):
- var joystick = Input.get_vector(neg_x,pos_x,neg_y,pos_y)
- var joystrength = abs(joystick.length())
- if joystick != Vector2.ZERO:
- joystick = joystick.normalized()
- return Vector3(joystick.x,joystick.y,joystrength)
-
func _physics_process(delta):
- var d_ang_speed = ang_speed * delta
+ var local_up = transform.basis.y.normalized()
+ var local_right = transform.basis.x.normalized()
+ var local_forward = -transform.basis.z.normalized()
- var rotation = Transform(self.rotation, Vector3.ZERO)
- var up = rotation * Vector3.UP
- var forward = rotation * Vector3.FORWARD
- var right = rotation * Vector3.RIGHT
+ var stick = Input.get_vector("move_left", "move_right", "move_back", "move_forward")
+ var vert = Input.get_axis("move_down", "move_up")
- var stick = joystick("move_left", "move_right", "move_back", "move_forward")
var movement = Vector3.ZERO
- movement += right * stick.x * stick.z * speed
- movement += forward * stick.y * stick.z * speed
- if Input.is_action_pressed("move_up"):
- movement += up * speed
- if Input.is_action_pressed("move_down"):
- movement -= up * speed
+ movement += local_right * stick.x * speed
+ movement += local_forward * stick.y * speed
+ movement += local_up * vert * speed
movement = move_and_slide(movement, Vector3.UP)
- stick = joystick("look_right", "look_left", "look_down", "look_up")
+ stick = Input.get_vector("look_right", "look_left", "look_down", "look_up")
var mouse_movement = MouseInput.get_mouse_movement()
- if stick.z == 0.0:
- stick.z = mouse_movement.length() * mouse_dpi
- mouse_movement = -mouse_movement.normalized()
- stick.x = mouse_movement.x
- stick.y = mouse_movement.y
- var pitch = forward.dot(Vector3.UP)
- if (pitch >= pitch_min and stick.y < 0) or (pitch <= pitch_max and stick.y > 0):
- rotate(right, stick.y * stick.z * d_ang_speed)
- rotate(Vector3.UP, stick.x * stick.z * d_ang_speed)
-
+ if stick.length() == 0.0:
+ stick.x = -mouse_movement.x * mouse_sens
+ stick.y = -mouse_movement.y * mouse_sens
+ rotation.x += stick.y * ang_speed * delta
+ rotation.x = clamp(rotation.x, pitch_min, pitch_max)
+ rotation.y += stick.x * ang_speed * delta
+ rotation.y = wrapf(rotation.y, 0, TAU)