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author | mikatomik <mikec_2007@hotmail.com> | 2022-09-12 07:16:49 -0400 |
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committer | mikatomik <mikec_2007@hotmail.com> | 2022-09-15 01:42:17 -0400 |
commit | b058fcbca09c3b20b84ec96ec75b4d63ef4c1eda (patch) | |
tree | 5dbf67f822fd827cd01ccf2c40de3878c4821d74 /character | |
parent | 53e8605d35774aac8a9fe6abe04f8e38b53f3866 (diff) | |
download | godot_wildjam_49-b058fcbca09c3b20b84ec96ec75b4d63ef4c1eda.tar.gz godot_wildjam_49-b058fcbca09c3b20b84ec96ec75b4d63ef4c1eda.zip |
Import ladder and config FPS to climb it
Diffstat (limited to 'character')
-rw-r--r-- | character/fps_controller/fps_controller.gd | 34 | ||||
-rw-r--r-- | character/fps_controller/fps_controller.tscn | 14 |
2 files changed, 36 insertions, 12 deletions
diff --git a/character/fps_controller/fps_controller.gd b/character/fps_controller/fps_controller.gd index 9c4e7c3..ecd8871 100644 --- a/character/fps_controller/fps_controller.gd +++ b/character/fps_controller/fps_controller.gd @@ -2,6 +2,7 @@ extends KinematicBody onready var camera = $Camera onready var ray = $Camera/RayCast +onready var ladder_area = $ladder_detector export var walk_speed : int = 10 export var accel : float = 0.2 @@ -11,14 +12,7 @@ export var jump_strength : int = 20 export var inertia : int = 5 var velocity : Vector3 - -var state = WALKING - -enum { - WALKING, - SPRINTING, -} - +var is_climbing : bool = false func _ready(): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) @@ -38,8 +32,12 @@ func get_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"): @@ -49,14 +47,18 @@ func get_input(): #Pull X and Z values from directional input. Velocity.y will be handled in physics loop + 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 - velocity.y += gravity - if velocity.y < term_velocity: - velocity.y = term_velocity + 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) @@ -83,3 +85,13 @@ func handle_collision(): # 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 + + +func _on_ladder_detector_body_exited(body): + if body.is_in_group("ladder"): + is_climbing = false diff --git a/character/fps_controller/fps_controller.tscn b/character/fps_controller/fps_controller.tscn index c176a39..d1bf6be 100644 --- a/character/fps_controller/fps_controller.tscn +++ b/character/fps_controller/fps_controller.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=3 format=2] +[gd_scene load_steps=4 format=2] [ext_resource path="res://character/fps_controller/fps_controller.gd" type="Script" id=1] @@ -6,6 +6,9 @@ radius = 0.3 height = 2.0 +[sub_resource type="CapsuleShape" id=2] +radius = 0.374691 + [node name="fps_controller" type="KinematicBody"] script = ExtResource( 1 ) @@ -20,3 +23,12 @@ far = 5000.0 [node name="RayCast" type="RayCast" parent="Camera"] cast_to = Vector3( 0, 0, -3 ) collision_mask = 2 + +[node name="ladder_detector" type="Area" parent="."] + +[node name="CollisionShape" type="CollisionShape" parent="ladder_detector"] +transform = Transform( 1, 0, 0, 0, -1, -8.74228e-08, 0, 8.74228e-08, -1, 0, 0.0169024, -0.58521 ) +shape = SubResource( 2 ) + +[connection signal="body_entered" from="ladder_detector" to="." method="_on_ladder_detector_body_entered"] +[connection signal="body_exited" from="ladder_detector" to="." method="_on_ladder_detector_body_exited"] |