2014-09-03 02:13:40 +00:00
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extends KinematicBody
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# member variables here, example:
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# var a=2
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# var b="textvar"
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var g = -9.8
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var vel = Vector3()
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const MAX_SPEED = 5
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const JUMP_SPEED = 7
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const ACCEL= 2
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const DEACCEL= 4
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const MAX_SLOPE_ANGLE = 30
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func _fixed_process(delta):
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var dir = Vector3() #where does the player intend to walk to
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var cam_xform = get_node("target/camera").get_global_transform()
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if (Input.is_action_pressed("move_forward")):
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dir+=-cam_xform.basis[2]
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if (Input.is_action_pressed("move_backwards")):
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dir+=cam_xform.basis[2]
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if (Input.is_action_pressed("move_left")):
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dir+=-cam_xform.basis[0]
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if (Input.is_action_pressed("move_right")):
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dir+=cam_xform.basis[0]
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dir.y=0
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dir=dir.normalized()
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vel.y+=delta*g
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var hvel = vel
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hvel.y=0
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var target = dir*MAX_SPEED
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var accel
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if (dir.dot(hvel) >0):
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accel=ACCEL
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else:
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accel=DEACCEL
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hvel = hvel.linear_interpolate(target,accel*delta)
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vel.x=hvel.x;
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vel.z=hvel.z
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var motion = vel*delta
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motion=move(vel*delta)
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var on_floor = false
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var original_vel = vel
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2014-11-04 21:21:03 +00:00
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var floor_velocity=Vector3()
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2014-09-03 02:13:40 +00:00
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var attempts=4
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while(is_colliding() and attempts):
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var n=get_collision_normal()
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if ( rad2deg(acos(n.dot( Vector3(0,1,0)))) < MAX_SLOPE_ANGLE ):
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#if angle to the "up" vectors is < angle tolerance
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#char is on floor
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floor_velocity=get_collider_velocity()
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on_floor=true
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motion = n.slide(motion)
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vel = n.slide(vel)
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if (original_vel.dot(vel) > 0):
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#do not allow to slide towads the opposite direction we were coming from
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motion=move(motion)
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if (motion.length()<0.001):
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break
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attempts-=1
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if (on_floor and floor_velocity!=Vector3()):
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move(floor_velocity*delta)
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if (on_floor and Input.is_action_pressed("jump")):
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vel.y=JUMP_SPEED
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var crid = get_node("../elevator1").get_rid()
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# print(crid," : ",PS.body_get_state(crid,PS.BODY_STATE_TRANSFORM))
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func _ready():
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# Initalization here
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set_fixed_process(true)
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pass
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func _on_tcube_body_enter( body ):
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get_node("../ty").show()
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pass # replace with function body
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