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-rw-r--r--assets/view_model/ViewModel.gd134
1 files changed, 67 insertions, 67 deletions
diff --git a/assets/view_model/ViewModel.gd b/assets/view_model/ViewModel.gd
index 949bfab..96e0f3e 100644
--- a/assets/view_model/ViewModel.gd
+++ b/assets/view_model/ViewModel.gd
@@ -14,78 +14,78 @@ onready var spring_arm = $Anchor/SpringArm
onready var fps_label = $fps_label
func _ready():
- Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
+ Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _process(_delta):
- # The character model and the spring arm anchor are independent to allow them to rotate
- # independently. Recouple their translations here so that the camera follows the model through
- # space.
- anchor.translation = character.translation
-
- # Update fps counter in HUD
- fps_label.text = "FPS: " + str(Engine.get_frames_per_second())
+ # The character model and the spring arm anchor are independent to allow them to rotate
+ # independently. Recouple their translations here so that the camera follows the model through
+ # space.
+ anchor.translation = character.translation
+
+ # Update fps counter in HUD
+ fps_label.text = "FPS: " + str(Engine.get_frames_per_second())
func _physics_process(delta):
- # Intended movement direction with the rotational angle adjusted by the camera's aim direction
- var move_direction = Vector3.ZERO
- move_direction.x = Input.get_action_strength("right") - Input.get_action_strength("left")
- move_direction.z = Input.get_action_strength("back") - Input.get_action_strength("forward")
- move_direction = move_direction.rotated(Vector3.UP, spring_arm.rotation.y).normalized()
-
- # Update velocity by new movement direction and continued effect of "gravity"
- velocity.x = move_direction.x * movement_speed
- velocity.z = move_direction.z * movement_speed
- velocity.y -= gravity * delta
-
- # Snap vector management: set to ZERO to enable jumping, DOWN otherwise to stick to surfaces.
- # Allow jump action for only one frame if already standing on a floor.
- var just_landed = character.is_on_floor() and snap == Vector3.ZERO
- var jump = character.is_on_floor() and Input.is_action_just_pressed("jump")
- if jump:
- velocity.y = jump_strength
- snap = Vector3.ZERO
- elif just_landed:
- snap = Vector3.DOWN
-
- # 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
- elif move_direction.length() > 0.2:
- var look_direction = Vector2(-velocity.z, -velocity.x)
- 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")
-
- if Input.is_action_just_pressed("ping"):
- cycle_parent()
-
- if Input.is_action_just_pressed("menu"):
- get_tree().quit()
+ # Intended movement direction with the rotational angle adjusted by the camera's aim direction
+ var move_direction = Vector3.ZERO
+ move_direction.x = Input.get_action_strength("right") - Input.get_action_strength("left")
+ move_direction.z = Input.get_action_strength("back") - Input.get_action_strength("forward")
+ move_direction = move_direction.rotated(Vector3.UP, spring_arm.rotation.y).normalized()
+
+ # Update velocity by new movement direction and continued effect of "gravity"
+ velocity.x = move_direction.x * movement_speed
+ velocity.z = move_direction.z * movement_speed
+ velocity.y -= gravity * delta
+
+ # Snap vector management: set to ZERO to enable jumping, DOWN otherwise to stick to surfaces.
+ # Allow jump action for only one frame if already standing on a floor.
+ var just_landed = character.is_on_floor() and snap == Vector3.ZERO
+ var jump = character.is_on_floor() and Input.is_action_just_pressed("jump")
+ if jump:
+ velocity.y = jump_strength
+ snap = Vector3.ZERO
+ elif just_landed:
+ snap = Vector3.DOWN
+
+ # 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
+ elif move_direction.length() > 0.2:
+ var look_direction = Vector2(-velocity.z, -velocity.x)
+ 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")
+
+ if Input.is_action_just_pressed("ping"):
+ cycle_parent()
+
+ if Input.is_action_just_pressed("menu"):
+ get_tree().quit()
func _unhandled_input(event):
- # Implement mouse aim direction
- if event is InputEventMouseMotion:
- spring_arm.rotation_degrees.x -= event.relative.y * aim_sensitivity
- spring_arm.rotation_degrees.x = clamp(spring_arm.rotation_degrees.x, -90, 90)
-
- spring_arm.rotation_degrees.y -= event.relative.x * aim_sensitivity
- spring_arm.rotation_degrees.y = wrapf(spring_arm.rotation_degrees.y, 0, 360)
+ # Implement mouse aim direction
+ if event is InputEventMouseMotion:
+ spring_arm.rotation_degrees.x -= event.relative.y * aim_sensitivity
+ spring_arm.rotation_degrees.x = clamp(spring_arm.rotation_degrees.x, -90, 90)
+
+ spring_arm.rotation_degrees.y -= event.relative.x * aim_sensitivity
+ spring_arm.rotation_degrees.y = wrapf(spring_arm.rotation_degrees.y, 0, 360)
func cycle_parent():
- var parents = get_tree().get_nodes_in_group("players")
- var idx = parents.find(character)
-
- if idx < 0 or idx == parents.size() - 1:
- if parents.size() > 0:
- character = parents[0]
- else:
- character = parents[idx + 1]
+ var parents = get_tree().get_nodes_in_group("players")
+ var idx = parents.find(character)
+
+ if idx < 0 or idx == parents.size() - 1:
+ if parents.size() > 0:
+ character = parents[0]
+ else:
+ character = parents[idx + 1]