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- extends "res://scripts/player.gd"
-
- const wallride_speed = 0
- const wallride_speed_necessary = 15
- const wallride_leap_height = 10
- const wallride_leap_side = 10
-
- var since_on_wall = 0
- var last_wall_normal = Vector3()
- var wallride_forgiveness = .150
-
- func control_player(delta):
- wallride(delta)
- .control_player(delta)
-
- func wallride(delta):
- # If our feet aren't touching, but we are colliding, we are wall-riding
- if is_on_wall() and not is_on_floor() and velocity.length() > wallride_speed_necessary:
- since_on_wall = 0
- last_wall_normal = get_slide_collision(0).normal
- else:
- since_on_wall += delta
- if since_on_wall < wallride_forgiveness:
- var aim = get_node("Yaw").get_global_transform().basis
- # Add zero gravity
- velocity.y = -gravity # So it's undone in super
- # Allow jumping (for wall hopping!)
- if Input.is_action_just_pressed("jump"):
- velocity.y += wallride_leap_height
- velocity += wallride_leap_side * last_wall_normal
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