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authorMalfurious <m@lfurio.us>2022-07-22 05:26:34 -0400
committerMalfurious <m@lfurio.us>2022-07-22 05:26:34 -0400
commit44e739bb05542d1249ccf8388bd15b3f0b052e0c (patch)
tree42a67300e8e2ebcbd9868e6af1f7e992b285c3c6 /assets/view_model/ViewModel.gd
parent4a9ff23bb13bfe5c182222fdb4314afc4f5c1fa8 (diff)
parentea3ecd73dab3e0e06bb145b38e8258b9dd02abcb (diff)
downloadproject-s-44e739bb05542d1249ccf8388bd15b3f0b052e0c.tar.gz
project-s-44e739bb05542d1249ccf8388bd15b3f0b052e0c.zip
Merge branch 'weapon-behavior'
Implements the basics for the Goo Gun primary fire * weapon-behavior: Despawn bullets on collision with another physics body Tweak Goo Gun bullet physics to better mimic reference weapon Implement Goo Gun primary fire Add bullet / ink pellet object for Goo Gun
Diffstat (limited to 'assets/view_model/ViewModel.gd')
-rw-r--r--assets/view_model/ViewModel.gd14
1 files changed, 12 insertions, 2 deletions
diff --git a/assets/view_model/ViewModel.gd b/assets/view_model/ViewModel.gd
index 7d5ce70..1c29a0e 100644
--- a/assets/view_model/ViewModel.gd
+++ b/assets/view_model/ViewModel.gd
@@ -46,10 +46,20 @@ func _physics_process(delta):
# Move character. Param 4 (true) means stop on slopes
velocity = character.move_and_slide_with_snap(velocity, snap, Vector3.UP, true)
+ # Update character look direction to face towards aiming if firing
+ if Input.is_action_pressed("fire"):
+ character.look_angle = spring_arm.rotation.y
+ character.weapon_pitch = -spring_arm.rotation.x
# Update character look direction if moved
- if move_direction.length() > 0.2:
+ elif move_direction.length() > 0.2:
var look_direction = Vector2(-velocity.z, -velocity.x)
- character.rotation.y = look_direction.angle()
+ character.look_angle = look_direction.angle()
+ character.weapon_pitch = 0
+ else:
+ character.weapon_pitch = 0
+
+ # Handle extra player inputs
+ character.is_firing = Input.is_action_pressed("fire")
func _unhandled_input(event):
# Implement mouse aim direction