monster spawner and moving to the camera direction

This commit is contained in:
Luca 2024-09-16 19:58:43 +02:00
parent 8c29b8bffd
commit b20f3b5124
821 changed files with 1611 additions and 1409 deletions

View file

@ -7,6 +7,10 @@ const JUMP_VELOCITY = 4.5
func _ready() -> void:
pass
func _process(delta: float) -> void:
#$CameraRoot.rotation.y += 0.005
pass
func _physics_process(delta: float) -> void:
animated_mesh.idle()
@ -23,8 +27,12 @@ func _physics_process(delta: float) -> void:
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Camera rotation
var camera_input_dir := Input.get_vector("joystick_right_left", "joystick_right_right", "joystick_right_left", "joystick_right_right")
$CameraRoot.rotation.y += camera_input_dir.x * 0.2
# Get the input direction and handle the movement/deceleration.
# Get the input direction and handle the movement / deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
@ -34,6 +42,10 @@ func _physics_process(delta: float) -> void:
animated_mesh.fall()
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
# Rotate the direction with the camera, so that the cameras forward direction
# is the joysticks and the players forward direction
direction = direction.rotated(Vector3.UP, $CameraRoot.rotation.y)
# Move character to the direction
if direction.length() != 0: