extends RigidBody # Member variables const STATE_WALKING = 0 const STATE_DYING = 1 var prev_advance = false var deaccel = 20.0 var accel = 5 var max_speed = 2 var rot_dir = 4 var rot_speed = 1 var dying = false func _integrate_forces(state): var delta = state.get_step() var lv = state.get_linear_velocity() var g = state.get_total_gravity() lv += g*delta # Apply gravity var up = -g.normalized() if (dying): state.set_linear_velocity(lv) return for i in range(state.get_contact_count()): var cc = state.get_contact_collider_object(i) var dp = state.get_contact_local_normal(i) if (cc): if (cc extends preload("res://bullet.gd") and not cc.disabled): set_mode(MODE_RIGID) dying = true #lv = s.get_contact_local_normal(i)*400 state.set_angular_velocity(-dp.cross(up).normalized()*33.0) get_node("AnimationPlayer").play("impact") get_node("AnimationPlayer").queue("explode") set_friction(1) cc.disabled = true get_node("sound").play("hit") return var col_floor = get_node("Armature/ray_floor").is_colliding() var col_wall = get_node("Armature/ray_wall").is_colliding() var advance = not col_wall and col_floor var dir = get_node("Armature").get_transform().basis[2].normalized() var deaccel_dir = dir if (advance): if (dir.dot(lv) < max_speed): lv += dir*accel*delta deaccel_dir = dir.cross(g).normalized() else: if (prev_advance): rot_dir = 1 # randf()*2.0 - 1.0 dir = Matrix3(up, rot_dir*rot_speed*delta).xform(dir) get_node("Armature").set_transform(Transform().looking_at(-dir, up)) var dspeed = deaccel_dir.dot(lv) dspeed -= deaccel*delta if (dspeed < 0): dspeed = 0 lv = lv - deaccel_dir*deaccel_dir.dot(lv) + deaccel_dir*dspeed state.set_linear_velocity(lv) prev_advance = advance func _die(): queue_free()