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67 lines
1.6 KiB
GDScript
67 lines
1.6 KiB
GDScript
extends CharacterBody3D
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class_name Player
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@export var input_accel: float = 7.0
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@onready var current_input_accel = input_accel
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@onready var gravity_accel: Vector3 = ProjectSettings.get_setting("physics/3d/default_gravity") * ProjectSettings.get_setting("physics/3d/default_gravity_vector")
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@export var jump_impulse: Vector3 = Vector3.UP * 5;
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@export var friction: float = 0.8
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@export var max_jumps = 1
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@onready var current_jumps = max_jumps
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@export var collision_normal_max_y_for_floor: float = 0.9
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var last_direction: Vector2 = Vector2.UP
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func refill_jumps():
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current_jumps = max_jumps
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func do_jump():
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current_jumps -= 1
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velocity += jump_impulse
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func on_banana():
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velocity *= 2
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func _physics_process(delta):
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# Refilla salto
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if is_on_floor():
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refill_jumps()
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# Rileva salto
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if Input.is_action_just_pressed("jump") and current_jumps > 0:
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do_jump()
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# Applica gravità
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velocity += gravity_accel * delta
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# Applica input
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var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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var input_change = input_dir * input_accel
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velocity.x += input_change.x * delta
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velocity.z += input_change.y * delta
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move_and_slide()
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if input_dir.length() > 0.01:
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last_direction = input_dir
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$Board/PlayerPart.emitting = true
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else:
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$Board/PlayerPart.emitting = false
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rotation.y = last_direction.normalized().angle_to(Vector2.UP)
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# Gestisci collisioni
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for collision_idx in range(get_slide_collision_count()):
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var collision = get_slide_collision(collision_idx)
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if collision.get_normal().y > collision_normal_max_y_for_floor:
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continue
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print("bonk")
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