diff options
Diffstat (limited to 'client/player/player.gd')
-rw-r--r-- | client/player/player.gd | 23 |
1 files changed, 15 insertions, 8 deletions
diff --git a/client/player/player.gd b/client/player/player.gd index c52cc6e0..c7a12598 100644 --- a/client/player/player.gd +++ b/client/player/player.gd @@ -30,10 +30,14 @@ var boosting := false var walking := false var username: String +var movement_base: Node3D = Node3D.new() + var character: Character = preload("res://player/character/character.tscn").instantiate() var chat_bubble: ChatBubble = preload("res://player/chat_bubble.tscn").instantiate() var item_bubble: ItemBubble = preload("res://player/item_bubble.tscn").instantiate() var effect: Effect = preload("res://player/effect.tscn").instantiate() +var marker: Marker = preload("res://player/marker.tscn").instantiate() +var marker_target = Vector3(0, 0, 0) var clear_timer: Timer = Timer.new() @@ -46,7 +50,8 @@ var _anim_angle: float = 0.0 const HAND_BASE_POSITION: Vector3 = Vector3(0, .25, .4) func _init(_id: int, new_name: String, pos: Vector2, new_character_idx: int, new_game: Game): - add_child(character) + add_child(movement_base) + movement_base.add_child(character) position_ = pos position_anim = pos name = new_name @@ -54,15 +59,17 @@ func _init(_id: int, new_name: String, pos: Vector2, new_character_idx: int, new username = new_name hand_base.position = HAND_BASE_POSITION - add_child(hand_base) + movement_base.add_child(hand_base) - add_child(chat_bubble) - add_child(item_bubble) - add_child(effect) + movement_base.add_child(chat_bubble) + movement_base.add_child(item_bubble) + movement_base.add_child(effect) clear_timer.one_shot = true clear_timer.wait_time = 5. add_child(clear_timer) + marker.visible = false + add_child(marker) character_idx = new_character_idx @@ -131,9 +138,9 @@ func _process(delta): hand_base.position.y = HAND_BASE_POSITION.y + 0.05 * sin(_anim_angle * 3) position_anim = Global.interpolate(position_anim, position_, delta * 10) rotation_anim = Global.interpolate_angle(rotation_anim, rotation_, delta * 10) - position.x = position_anim.x - position.z = position_anim.y - rotation.y = rotation_anim + movement_base.position.x = position_anim.x + movement_base.position.z = position_anim.y + movement_base.rotation.y = rotation_anim walking = walking or position_.distance_squared_to(position_anim) > 0.001 character.walking = walking character.boosting = boosting |