dev-base #36
3 changed files with 17 additions and 10 deletions
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@ -20,7 +20,6 @@ layer_0/tile_data = PackedInt32Array(1114138, 262144, 1, 1048602, 0, 1, 983066,
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position = Vector2(203, 60)
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collision_layer = 2
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script = ExtResource("2_pk6k4")
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speed = 100
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[node name="Sprite2D" type="Sprite2D" parent="Player"]
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texture = ExtResource("2_0flm2")
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@ -90,9 +90,9 @@ func look_at_player(delta : float) -> float:
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self.rotation_degrees += clampf(average_angle, -2 * PI * delta * turn_speed, 2 * PI * delta * turn_speed)
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return average_angle
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func follow_player(angle : float):
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func follow_player(angle : float, delta : float):
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if(target_distance > follow_keep_distance):
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self.apply_central_force(Vector2.RIGHT.rotated(self.rotation).rotated(deg_to_rad(angle)) * speed)
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self.apply_central_force(Vector2.RIGHT.rotated(self.rotation).rotated(deg_to_rad(angle)) * speed * delta * 60)
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pass
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@ -100,7 +100,7 @@ func _physics_process(delta: float):
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var angle := look_at_player(delta)
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match state:
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STATES.TARGETING:
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follow_player(angle)
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follow_player(angle, delta)
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STATES.IDLE:
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# Do Idle Stuff
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print("Dam, Nice a pause, time for a Coffee")
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@ -1,16 +1,24 @@
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extends CharacterBody2D
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@export var speed = 50
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@export var speed = 100
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@export_range(0, 1) var damping_factor := 0.6
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func get_move_vector():
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var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized()
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return input_direction
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func _physics_process(delta):
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# Set Velcoity to Move Vector times speed
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self.velocity = get_move_vector() * speed
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# Do the Physics-Calculations of the Player
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func move_player(delta : float):
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if get_move_vector() == Vector2.ZERO:
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# Damp Players Velocity if no Input
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self.velocity = self.velocity * (1 - min(1, damping_factor * 60 * delta))
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else:
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# Set Players Velocity to the Input Direction in the Players Speed
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self.velocity = get_move_vector() * speed * delta * 60
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# Update The Players Physics Calculations
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self.move_and_slide()
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pass
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func _physics_process(delta : float):
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move_player(delta)
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pass
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