Improved rotation of player & AI
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09c44ca20b
commit
bc19901a1b
2 changed files with 3 additions and 3 deletions
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@ -44,8 +44,8 @@ func _physics_process(delta):
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velocity = Vector3.ZERO
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velocity = Vector3.ZERO
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if ablewalk == 0:
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if ablewalk == 0:
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_walk_towards_player()
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_walk_towards_player()
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_look_at_player()
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$CollisionShapeBottom.rotation.y = lerp_angle($CollisionShapeBottom.rotation.y, atan2(velocity.x, velocity.z), delta * angular_acceleration)
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$CollisionShapeBottom.rotation.y = lerp_angle($CollisionShapeBottom.rotation.y, atan2(velocity.x, velocity.z), delta * angular_acceleration)
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_look_at_player()
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func _bullet_fire():
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func _bullet_fire():
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if player != null:
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if player != null:
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@ -26,6 +26,8 @@ func _physics_process(delta):
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owner.add_child(b)
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owner.add_child(b)
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b.transform = $CollisionShapeTop/Top_tank/BulletGenerator.global_transform
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b.transform = $CollisionShapeTop/Top_tank/BulletGenerator.global_transform
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b.velocity = -b.global_transform.basis.z * b.muzzle_velocity
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b.velocity = -b.global_transform.basis.z * b.muzzle_velocity
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if (Input.is_action_pressed("move_right") || Input.is_action_pressed("move_left") || Input.is_action_pressed("move_back") || Input.is_action_pressed("move_forward")):
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$CollisionShapeBottom.rotation.y = lerp_angle($CollisionShapeBottom.rotation.y, atan2(direction.x, direction.z), delta * angular_acceleration)
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var space_state = get_world().direct_space_state
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var space_state = get_world().direct_space_state
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var mouse_position = get_viewport().get_mouse_position()
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var mouse_position = get_viewport().get_mouse_position()
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@ -40,8 +42,6 @@ func _physics_process(delta):
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direction = direction.normalized()
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direction = direction.normalized()
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# $Pivot.look_at(translation + direction, Vector3.UP)
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# $Pivot.look_at(translation + direction, Vector3.UP)
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$CollisionShapeBottom.rotation.y = lerp_angle($CollisionShapeBottom.rotation.y, atan2(direction.x, direction.z), delta * angular_acceleration)
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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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velocity.z = direction.z * speed
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velocity.y -= gravity * delta
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velocity.y -= gravity * delta
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