replaced sprinting with mid air dash
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@@ -15,8 +15,10 @@ var rng = RandomNumberGenerator.new()
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@export var AUDIO = true
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@export var dead_player : Resource
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@export_group("Player Movement")
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@export var WALK_SPEED = 7.0
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@export var WALK_SPEED = 12.0
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@export var SPRINT_SPEED = 15.0
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@export var DASH_SPEED = 40
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@export var DASH_STAM_REQ = 10
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@export var MAX_STAMINA = 1800
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@export var JUMP_VELOCITY = 10
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@export var SENSITIVITY = .01
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@@ -121,23 +123,27 @@ func _physics_process(delta):
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elif Input.is_action_just_pressed("jump") and double_jump == true and !is_climbing:
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velocity.y += JUMP_VELOCITY
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double_jump = false
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# Handle Sprint
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if Input.is_action_pressed("sprint") and is_on_floor():
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speed = SPRINT_SPEED
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else:
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speed = WALK_SPEED
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speed = WALK_SPEED
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# Get the input direction and handle the movement/deceleration.
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var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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var direction = (self.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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# Handle Sprint
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if Input.is_action_just_pressed("sprint") and !is_on_floor():
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if remaining_stamina >= DASH_STAM_REQ:
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velocity.x += direction.x * DASH_SPEED
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velocity.z += direction.z * DASH_SPEED
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remaining_stamina -= 180
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if is_on_floor() and !is_climbing:
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if direction:
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velocity.x = direction.x * speed
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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else:
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velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5)
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velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5)
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velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5) + (direction.x * DASH_SPEED)
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velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5) + (direction.z * DASH_SPEED)
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elif is_climbing:
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gravity = 0.0
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if direction:
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