diff --git a/objects/player.gd b/objects/player.gd index 61187b1..f2b3b74 100644 --- a/objects/player.gd +++ b/objects/player.gd @@ -24,9 +24,9 @@ var inventory:Inventory = Inventory.new() var selected_tool_slot_index:int = 0 var current_tool:ItemResource = null -var _direction:Vector3 = Vector3.ZERO -var _look_direction:Vector3 = Vector3.BACK -var _look_direction_damper:SpringDamper = SpringDamper.new(Vector3.ZERO) +var _current_look_direction:Vector3 = Vector3.BACK +var _target_look_direction:Vector3 = Vector3.BACK +var _look_angle_damper:SpringDamper = SpringDamper.new(0, 4, 0.06, 0.003) var is_input_blocked:bool = false @@ -40,10 +40,10 @@ func _handle_input() -> void: # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir = Input.get_vector("walk_left", "walk_right", "walk_forward", "walk_back") - _direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() - if _direction: - velocity.x = _direction.x * SPEED - velocity.z = _direction.z * SPEED + var direction = Vector3(input_dir.x, 0, input_dir.y).normalized() + if direction: + velocity.x = direction.x * SPEED + velocity.z = direction.z * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) @@ -62,19 +62,35 @@ func _physics_process(delta): move_and_slide() var ground_velocity:Vector2 = Vector2(velocity.x, velocity.z) - var is_moving:bool = ground_velocity.length_squared() > 0.1 * 0.1 if is_moving: - _look_direction = Vector3(ground_velocity.x, 0, ground_velocity.y).normalized() - elif _direction.length_squared() > 0.1 * 0.1: - _look_direction = _direction + _target_look_direction = Vector3(velocity.x, 0, velocity.z).normalized() - var damped_look_direction = _look_direction_damper.calc(global_basis.z, _look_direction, delta) + _current_look_direction = basis.z + #_target_look_direction = _current_look_direction + + update_look_direction(delta) animation_tree.set("parameters/conditions/running", is_moving) animation_tree.set("parameters/conditions/idle", not is_moving) - geometry.look_at(position - damped_look_direction, Vector3.UP) + +func init_look_target_direction() -> void: + _target_look_direction = basis.z + +func update_look_direction(delta:float) -> void: + var current_look_angle:float = _current_look_direction.signed_angle_to(Vector3.BACK, Vector3.UP) + var target_look_angle:float = _target_look_direction.signed_angle_to(Vector3.BACK, Vector3.UP) + if target_look_angle - current_look_angle > PI: + current_look_angle = current_look_angle + PI * 2 + elif current_look_angle - target_look_angle > PI: + current_look_angle = current_look_angle - PI * 2 + + var damped_look_angle:float = _look_angle_damper.calc(current_look_angle, target_look_angle, delta) + + _current_look_direction = Vector3(sin(-damped_look_angle), 0, cos(-damped_look_angle)) + self.basis = Basis.looking_at(-_current_look_direction) + func set_tool_slot_index(value:int) -> void: if inventory == null: @@ -138,7 +154,7 @@ func _unhandled_input(_event: InputEvent) -> void: if Input.is_action_just_pressed("ui_accept"): var actionables = actionable_detector.get_overlapping_areas() if actionables.size() > 0: - _look_direction = (actionables[0].global_position - position).normalized() + _target_look_direction = (actionables[0].global_position - position).normalized() actionables[0].action() get_viewport().set_input_as_handled() diff --git a/root_ui.gd b/root_ui.gd index 71273fa..9b0bfa1 100644 --- a/root_ui.gd +++ b/root_ui.gd @@ -107,7 +107,8 @@ func load_game(): return player.global_transform = save_data.player_transform - + player.init_look_target_direction() + # Quest state for quest_state:Node in get_tree().get_nodes_in_group("quest_state"): for property in quest_state.get_property_list():