Prog
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@@ -4,24 +4,24 @@ class_name EntityMovement extends Node
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const FRICTION = 0.01
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enum FacingDirection {
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SOUTH = 0,
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EAST = 1,
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NORTH = 2,
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WEST = 3
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SOUTH = 0,
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EAST = 1,
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NORTH = 2,
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WEST = 3
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};
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const FacingDirWalkAnimations = {
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FacingDirection.SOUTH: "walk_south",
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FacingDirection.EAST: "walk_east",
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FacingDirection.NORTH: "walk_north",
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FacingDirection.WEST: "walk_west"
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FacingDirection.SOUTH: "walk_south",
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FacingDirection.EAST: "walk_east",
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FacingDirection.NORTH: "walk_north",
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FacingDirection.WEST: "walk_west"
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};
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const FacingDirAngle = {
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FacingDirection.SOUTH: 0.0,
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FacingDirection.EAST: PI / 2,
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FacingDirection.NORTH: PI,
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FacingDirection.WEST: -PI / 2
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FacingDirection.SOUTH: 0.0,
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FacingDirection.EAST: PI / 2,
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FacingDirection.NORTH: PI,
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FacingDirection.WEST: -PI / 2
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};
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var _inputDir:Vector2 = Vector2.ZERO
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@@ -34,115 +34,115 @@ var _running:bool = false
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@export var walkSpeed:float = 48.0
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@export var runSpeed:float = 64.0
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@export var facingDir:FacingDirection = FacingDirection.SOUTH:
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set(value):
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_facingDir = value
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_updateSprite()
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get:
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return _facingDir
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set(value):
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_facingDir = value
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_updateSprite()
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get:
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return _facingDir
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#
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# Private Methods
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#
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func _updateSprite() -> void:
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if !sprite || sprite.animation == FacingDirWalkAnimations[facingDir]:
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return
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sprite.animation = FacingDirWalkAnimations[facingDir]
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if !sprite || sprite.animation == FacingDirWalkAnimations[facingDir]:
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return
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sprite.animation = FacingDirWalkAnimations[facingDir]
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func _applyFacingDir() -> void:
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if !sprite || _inputDir.length() <= 0.01:
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return
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if !sprite || _inputDir.length() <= 0.01:
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return
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if _inputDir.y > 0:
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if facingDir != FacingDirection.NORTH && _inputDir.x != 0:
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if _inputDir.x > 0 && facingDir == FacingDirection.EAST:
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facingDir = FacingDirection.EAST
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elif _inputDir.x < 0 && facingDir == FacingDirection.WEST:
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facingDir = FacingDirection.WEST
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else:
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facingDir = FacingDirection.NORTH
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else:
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facingDir = FacingDirection.NORTH
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elif _inputDir.y < 0:
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if facingDir != FacingDirection.SOUTH && _inputDir.x != 0:
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if _inputDir.x > 0 && facingDir == FacingDirection.EAST:
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facingDir = FacingDirection.EAST
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elif _inputDir.x < 0 && facingDir == FacingDirection.WEST:
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facingDir = FacingDirection.WEST
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else:
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facingDir = FacingDirection.SOUTH
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else:
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facingDir = FacingDirection.SOUTH
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elif _inputDir.x > 0:
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facingDir = FacingDirection.EAST
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else:
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facingDir = FacingDirection.WEST
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if _inputDir.y > 0:
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if facingDir != FacingDirection.NORTH && _inputDir.x != 0:
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if _inputDir.x > 0 && facingDir == FacingDirection.EAST:
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facingDir = FacingDirection.EAST
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elif _inputDir.x < 0 && facingDir == FacingDirection.WEST:
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facingDir = FacingDirection.WEST
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else:
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facingDir = FacingDirection.NORTH
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else:
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facingDir = FacingDirection.NORTH
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elif _inputDir.y < 0:
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if facingDir != FacingDirection.SOUTH && _inputDir.x != 0:
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if _inputDir.x > 0 && facingDir == FacingDirection.EAST:
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facingDir = FacingDirection.EAST
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elif _inputDir.x < 0 && facingDir == FacingDirection.WEST:
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facingDir = FacingDirection.WEST
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else:
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facingDir = FacingDirection.SOUTH
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else:
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facingDir = FacingDirection.SOUTH
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elif _inputDir.x > 0:
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facingDir = FacingDirection.EAST
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else:
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facingDir = FacingDirection.WEST
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func _applyGravity() -> void:
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if !body.is_on_floor():
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body.velocity += PHYSICS.GRAVITY * get_process_delta_time()
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if !body.is_on_floor():
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body.velocity += PHYSICS.GRAVITY * get_process_delta_time()
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func _applyMovement() -> void:
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if !canMove():
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return
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if !canMove():
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return
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var cameraCurrent = get_viewport().get_camera_3d()
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if !cameraCurrent:
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return
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var cameraCurrent = get_viewport().get_camera_3d()
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if !cameraCurrent:
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return
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# Use camera orientation for movement direction
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var camBasis = cameraCurrent.global_transform.basis
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# Use camera orientation for movement direction
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var camBasis = cameraCurrent.global_transform.basis
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# Forward and right vectors, ignore vertical component
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var forward = -camBasis.z
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forward.y = 0
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forward = forward.normalized()
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var right = camBasis.x
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right.y = 0
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right = right.normalized()
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# Forward and right vectors, ignore vertical component
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var forward = -camBasis.z
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forward.y = 0
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forward = forward.normalized()
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var right = camBasis.x
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right.y = 0
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right = right.normalized()
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var directionAdjusted = (
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forward * _inputDir.y + right * _inputDir.x
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).normalized()
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if directionAdjusted.length() <= 0.01:
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return
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var directionAdjusted = (
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forward * _inputDir.y + right * _inputDir.x
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).normalized()
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if directionAdjusted.length() <= 0.01:
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return
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if rotate:
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var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
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rotate.rotation.y = targetRot
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if rotate:
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var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
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rotate.rotation.y = targetRot
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var speed = walkSpeed
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if _running:
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speed = runSpeed
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body.velocity.x = directionAdjusted.x * speed
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body.velocity.z = directionAdjusted.z * speed
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var speed = walkSpeed
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if _running:
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speed = runSpeed
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body.velocity.x = directionAdjusted.x * speed
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body.velocity.z = directionAdjusted.z * speed
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func _applyFriction(delta:float) -> void:
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body.velocity.x *= delta * FRICTION
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body.velocity.z *= delta * FRICTION
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body.velocity.x *= delta * FRICTION
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body.velocity.z *= delta * FRICTION
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#
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# Protected Methods
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#
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func canMove() -> bool:
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return true
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return true
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#
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# Callbacks
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#
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func _enter_tree() -> void:
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_updateSprite()
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_updateSprite()
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func _physics_process(delta:float) -> void:
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if Engine.is_editor_hint():
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return
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if Engine.is_editor_hint():
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return
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if !body:
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return
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if !body:
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return
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_applyGravity()
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_applyFriction(delta)
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_applyMovement()
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_applyFacingDir()
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body.move_and_slide()
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_applyGravity()
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_applyFriction(delta)
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_applyMovement()
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_applyFacingDir()
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body.move_and_slide()
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