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author | dusoleil <howcansocksbereal@gmail.com> | 2022-09-15 03:00:56 -0400 |
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committer | dusoleil <howcansocksbereal@gmail.com> | 2022-09-15 03:00:56 -0400 |
commit | 764f4d2787418f760e20546ab7abfa07718988e9 (patch) | |
tree | 67ad0ad0fb5659456511aad79df6f4a1b5141c8e /character | |
parent | 6d57330a9bc8e7da51023208484c8c0bb6842c37 (diff) | |
download | godot_wildjam_49-764f4d2787418f760e20546ab7abfa07718988e9.tar.gz godot_wildjam_49-764f4d2787418f760e20546ab7abfa07718988e9.zip |
convert tabs to spaces
Diffstat (limited to 'character')
-rw-r--r-- | character/fps_controller/fps_controller.gd | 126 |
1 files changed, 63 insertions, 63 deletions
diff --git a/character/fps_controller/fps_controller.gd b/character/fps_controller/fps_controller.gd index 09ef556..c6c3dc7 100644 --- a/character/fps_controller/fps_controller.gd +++ b/character/fps_controller/fps_controller.gd @@ -15,83 +15,83 @@ var velocity : Vector3 var is_climbing : bool = false func _ready(): - Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) - + Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) + func _process(_delta): - get_input() - + get_input() + func _physics_process(_delta): - handle_movement() - handle_jumping() - handle_collision() - + handle_movement() + handle_jumping() + handle_collision() + func get_input(): - var dir : Vector3 = Vector3.ZERO - - #Get base movement input - - if Input.is_action_pressed("forward"): - dir += -global_transform.basis.z - if is_climbing: - dir += global_transform.basis.y - if Input.is_action_pressed("backward"): - dir += global_transform.basis.z - if is_climbing: - dir += -global_transform.basis.y - if Input.is_action_pressed("left"): - dir += -global_transform.basis.x - if Input.is_action_pressed("right"): - dir += global_transform.basis.x - - dir = dir.normalized() - - #Pull X and Z values from directional input. Velocity.y will be handled in physics loop unless climbing. - - if is_climbing: - velocity.y = lerp(velocity.y, dir.y * walk_speed, accel) - - velocity.x = lerp(velocity.x, dir.x * walk_speed, accel) - velocity.z = lerp(velocity.z, dir.z * walk_speed, accel) + var dir : Vector3 = Vector3.ZERO + + #Get base movement input + + if Input.is_action_pressed("forward"): + dir += -global_transform.basis.z + if is_climbing: + dir += global_transform.basis.y + if Input.is_action_pressed("backward"): + dir += global_transform.basis.z + if is_climbing: + dir += -global_transform.basis.y + if Input.is_action_pressed("left"): + dir += -global_transform.basis.x + if Input.is_action_pressed("right"): + dir += global_transform.basis.x + + dir = dir.normalized() + + #Pull X and Z values from directional input. Velocity.y will be handled in physics loop unless climbing. + + if is_climbing: + velocity.y = lerp(velocity.y, dir.y * walk_speed, accel) + + velocity.x = lerp(velocity.x, dir.x * walk_speed, accel) + velocity.z = lerp(velocity.z, dir.z * walk_speed, accel) func handle_movement(): - #Apply gravity - if !is_climbing: - velocity.y += gravity - if velocity.y < term_velocity: - velocity.y = term_velocity - - velocity = move_and_slide(velocity, Vector3.UP, true, 4, PI/4, false) + #Apply gravity + if !is_climbing: + velocity.y += gravity + if velocity.y < term_velocity: + velocity.y = term_velocity + + velocity = move_and_slide(velocity, Vector3.UP, true, 4, PI/4, false) func _input(event): - #Handle mouse movement for camera - if event is InputEventMouseMotion: - self.rotate_y(-event.relative.x * Settings.mouse_sens) - camera.rotate_x(-event.relative.y * Settings.mouse_sens) - camera.rotation.x = clamp(camera.rotation.x, -1.2, 1.2) + #Handle mouse movement for camera + if event is InputEventMouseMotion: + self.rotate_y(-event.relative.x * Settings.mouse_sens) + camera.rotate_x(-event.relative.y * Settings.mouse_sens) + camera.rotation.x = clamp(camera.rotation.x, -1.2, 1.2) func handle_jumping(): - if Input.is_action_just_pressed("jump") and is_on_floor(): - velocity.y = jump_strength + if Input.is_action_just_pressed("jump") and is_on_floor(): + velocity.y = jump_strength func handle_collision(): - for index in get_slide_count(): - var collision = get_slide_collision(index) - var collider = collision.collider - if (collider.get_class() == "RigidBody"): - var col_force_vec = -collision.normal * inertia # rotate the force along collision normal - # collision pos - # > RigidBody.add_force(force, pos) > The position uses the rotation of the global coordinate system, but is centered at the object's origin. - # > KinematicCollision.position() > The point of collision, in global coordinates. - # So to add force at collision position, substract colliders pos from collision.position - var col_pos = collision.position - collider.transform.origin - collider.add_force(col_force_vec, col_pos) + for index in get_slide_count(): + var collision = get_slide_collision(index) + var collider = collision.collider + if (collider.get_class() == "RigidBody"): + var col_force_vec = -collision.normal * inertia # rotate the force along collision normal + # collision pos + # > RigidBody.add_force(force, pos) > The position uses the rotation of the global coordinate system, but is centered at the object's origin. + # > KinematicCollision.position() > The point of collision, in global coordinates. + # So to add force at collision position, substract colliders pos from collision.position + var col_pos = collision.position - collider.transform.origin + collider.add_force(col_force_vec, col_pos) func _on_ladder_detector_body_entered(body): - if body.is_in_group("ladder"): - is_climbing = true + if body.is_in_group("ladder"): + is_climbing = true func _on_ladder_detector_body_exited(body): - if body.is_in_group("ladder"): - is_climbing = false + if body.is_in_group("ladder"): + is_climbing = false |