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47 lines
1.2 KiB
GDScript
47 lines
1.2 KiB
GDScript
extends RigidBody
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onready var _forward = - transform.basis.z
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onready var _collision_shape = $CollisionShape
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onready var _material = $CollisionShape/MeshInstance.get_surface_material(0)
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var _dir = 1.0
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var _distance = 10.0
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var _walk_spd = 100.0
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var _acceleration = 22.0
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var _gravity_impulse = 30.0
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var _is_on_floor = false
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func _process(_delta):
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if _is_on_floor:
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_material.albedo_color = Color.white
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else:
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_material.albedo_color = Color.red
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func _integrate_forces(state):
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var delta = state.step
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var velocity = (_forward * _dir * _walk_spd * delta) + (state.linear_velocity * Vector3.UP)
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state.linear_velocity = state.linear_velocity.move_toward(velocity, _acceleration * delta)
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if state.transform.origin.z < -_distance:
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_dir = -1
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if state.transform.origin.z > _distance:
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_dir = 1
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ground_check()
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func ground_check():
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var space_state = get_world_3d().direct_space_state
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var shape = PhysicsShapeQueryParameters.new()
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shape.transform = _collision_shape.global_transform
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shape.shape_rid = _collision_shape.shape.get_rid()
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shape.collision_mask = 2
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var result = space_state.get_rest_info(shape)
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if result:
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_is_on_floor = true
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else:
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_is_on_floor = false
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