Add basic jump
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@ -55,6 +55,8 @@ extends PhysicsBody3D
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## accurate. 4 is a decent number for low poly terrain!
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@export var max_iteration_count := 4
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var jump_speed := 4.5
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var jump_pressed := false
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var gravity := 9.8
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var max_speed := 8
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@ -107,6 +109,8 @@ func get_input() -> Vector2:
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escape_pressed = 1
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elif !Input.is_key_pressed(KEY_ESCAPE):
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escape_pressed = 0
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jump_pressed = Input.is_action_just_pressed("cc_jump")
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if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
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return Vector2(0,0)
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@ -129,7 +133,6 @@ func get_input() -> Vector2:
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return input_dir.rotated(-body.rotation.y)
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func _physics_process(delta: float) -> void:
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# Before Move
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var _desired_horz_velocity := get_input()
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var desired_horz_velocity := Vector3.ZERO
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@ -145,6 +148,8 @@ func _physics_process(delta: float) -> void:
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if !grounded:
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desired_vertical_velocity.y = _velocity.y
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elif jump_pressed:
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desired_vertical_velocity.y = jump_speed
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desired_vertical_velocity.y -= gravity * delta
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@ -60,6 +60,12 @@ cc_right={
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cc_sprint={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":-1.0,"script":null)
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]
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}
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cc_jump={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"echo":false,"script":null)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":true,"script":null)
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]
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}
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