diff options
Diffstat (limited to 'client/player')
| -rw-r--r-- | client/player/controllable_player.gd | 13 | ||||
| -rw-r--r-- | client/player/player.gd | 23 | 
2 files changed, 22 insertions, 14 deletions
| diff --git a/client/player/controllable_player.gd b/client/player/controllable_player.gd index 17f6693f..93b05e9a 100644 --- a/client/player/controllable_player.gd +++ b/client/player/controllable_player.gd @@ -59,6 +59,7 @@ func _input(_event):  const MAX_DT = 1./50.  func _process(delta): +	marker.position = Global.interpolate(marker.position, marker_target, delta * 30.)  	while delta > 0.001:  		var dt = min(delta, MAX_DT)  		_process_movement(dt) @@ -73,8 +74,8 @@ func _process_movement(delta):  		input *= 0  	else:  		target = Vector2i( -			int(floor(position.x + sin(rotation.y))), -			int(floor(position.z + cos(rotation.y))) +			int(floor(movement_base.position.x + sin(movement_base.rotation.y))), +			int(floor(movement_base.position.z + cos(movement_base.rotation.y)))  		)  	interact()  	var was_boosting = boosting @@ -153,16 +154,16 @@ func interact():  		return  	var tile = game.map.get_tile_instance(target)  	if tile != null: -		game.marker.set_interactive(game.get_tile_interactive(target)) -		game.marker.visible = true -		game.marker_target = tile.item_base.global_position +		marker.set_interactive(game.get_tile_interactive(target)) +		marker.visible = true +		marker_target = tile.item_base.global_position  		if Input.is_action_just_pressed("interact"):  			game.mp.send_tile_interact(target, true)  			tile.interact()  		elif Input.is_action_just_released("interact"):  			game.mp.send_tile_interact(target, false)  	else: -		game.marker.visible = false +		marker.visible = false  func set_input_enabled(b: bool):  	enable_input = b 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 | 
