more tweaks

This commit is contained in:
Derek
2025-02-20 21:55:26 -06:00
parent 6e6cbb95e3
commit 9cb57824b1
4 changed files with 32 additions and 9 deletions

View File

@@ -232,7 +232,7 @@ func _physics_process(delta):
weapon_dip_pos += JUMP_WEAPON_DIP
crouched = false
elif wall_jump():
velocity += Vector3(velocity.x * 5,10,velocity.z * 5)
velocity += Vector3(velocity.x * 5,12,velocity.z * 5)
elif double_jump == true and !is_climbing:
velocity.y += JUMP_VELOCITY
double_jump = false
@@ -308,10 +308,9 @@ func _physics_process(delta):
velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5)
## Wall Running
if wall_ray_1.is_colliding() or wall_ray_2.is_colliding():
if abs(Vector2(velocity.x,velocity.y)) >= Vector2(5.0,5.0):
if abs(Vector2(velocity.x,velocity.z)) >= Vector2(5.0,5.0):
velocity.y = clamp(velocity.y,-1,abs(velocity.y))
#velocity.x += -velocity.x * .01 * delta
#velocity.z += -velocity.z * .01 * delta
air_dash = 1
# Head bob
t_bob += delta * velocity.length() * float(is_on_floor())