added wall running and jumping

This commit is contained in:
Derek
2025-02-18 22:58:01 -06:00
parent be729ac78f
commit 1d75036a31
7 changed files with 251 additions and 35 deletions

View File

@@ -51,7 +51,7 @@ func _input(event):
# Called when the node enters the scene tree for the first time.
func _ready():
Engine.time_scale = .01
Engine.time_scale = .02
player.gamespeed_controlled = true
player.controlled_elsewhere = true
player_cam_FOV = player.camera.fov
@@ -78,7 +78,7 @@ func _physics_process(delta):
if Input.is_action_pressed("sprint"):
Engine.time_scale = .05
else:
Engine.time_scale = .01
Engine.time_scale = .02
focus_on_target()
@@ -117,6 +117,7 @@ func focus_on_target():
camera.attributes.dof_blur_far_enabled = true
camera.attributes.dof_blur_far_distance = camera.global_position.distance_to(cam_ray.get_collision_point()) + 5.0
camera.attributes.dof_blur_near_enabled = true
camera.attributes.dof_blur_near_distance = camera.global_position.distance_to(cam_ray.get_collision_point()) - 10.0
camera.attributes.dof_blur_amount = lerp(0.0,BLUR_AMOUNT,1.0 - Engine.time_scale)
func log_path(delta):
@@ -130,17 +131,17 @@ func log_path(delta):
record_id += 1
func despawn():
var read_record = record_id - 1
for i in bullet_path:
if read_record > 1:
camera.global_position = lerp(bullet_path[read_record]["global_position"],bullet_path[read_record-1]["global_position"],bullet_path[read_record]["delta"])
await get_tree().create_timer(bullet_path[read_record]["delta"]).timeout
read_record -= 1
if read_record <= 0:
player.camera.current = true
player.controlled_elsewhere = false
player.gamespeed_controlled = false
##visible = false
##collision_shape.disabled = true
##await get_tree().create_timer(1).timeout
queue_free()
#var read_record = record_id - 1
#for i in bullet_path:
#if read_record > 1:
#camera.global_position = lerp(bullet_path[read_record]["global_position"],bullet_path[read_record-1]["global_position"],bullet_path[read_record]["delta"])
#await get_tree().create_timer(bullet_path[read_record]["delta"]).timeout
#read_record -= 1
#if read_record <= 0:
player.camera.current = true
player.controlled_elsewhere = false
player.gamespeed_controlled = false
##visible = false
##collision_shape.disabled = true
##await get_tree().create_timer(1).timeout
queue_free()