diff --git a/README.md b/README.md index 0aefea3..ffa88ef 100644 --- a/README.md +++ b/README.md @@ -18,12 +18,12 @@ Side mechanics ideas: Current heroes: - Active: - - Wallriding mfer + - INDUSTRIA (Wallriding mfer) - Offensive: - - WallMAKING mfer - - An ATTRACTIVE mfer + - IRA (WallMAKING mfer) + - LUSSURIA (An ATTRACTIVE mfer) - Support: - - Margarine + - CARITAS (Margarine) Ideas for Heroes: @@ -41,7 +41,6 @@ Ideas for Heroes: - Lay walls - Lay traps - Destroy buildings - - Slow in AoE Key concepts: @@ -54,7 +53,7 @@ Key concepts: - Fast pace - From Zineth we take: - A rethinking of racing games - - High skill cap, low skill floor + - High skill cap, high(=easy) skill floor - Forgiving gameplay Running diff --git a/scripts/tp_camera.gd b/scripts/tp_camera.gd index 05e52a9..d0fae13 100644 --- a/scripts/tp_camera.gd +++ b/scripts/tp_camera.gd @@ -25,7 +25,7 @@ export(NodePath) var pivot; func _ready(): cam = get_node(cam); pivot = get_node(pivot); - + cam_fov = cam.get_fov(); func set_enabled(enabled): @@ -46,7 +46,7 @@ func add_collision_exception(node): func _input(ie): if !is_enabled: return; - + if ie is InputEventMouseMotion: cam_pitch = max(min(cam_pitch+(ie.relative.y*cam_view_sensitivity),cam_pitch_minmax.x),cam_pitch_minmax.y); if cam_smooth_movement: @@ -55,7 +55,7 @@ func _input(ie): cam_yaw = fmod(cam_yaw-(ie.relative.x*cam_view_sensitivity),360); cam_currentradius = cam_radius; cam_update(); - + if ie is InputEventMouseButton: if ie.pressed: if ie.button_index == BUTTON_WHEEL_UP: @@ -70,23 +70,23 @@ func _input(ie): func _process(delta): if !is_enabled: return; - + if !cam.is_current(): cam.make_current(); - + if cam.get_projection() == Camera.PROJECTION_PERSPECTIVE: cam.set_perspective(lerp(cam.get_fov(), cam_fov, cam_smooth_lerp*delta), cam.get_znear(), cam.get_zfar()); - + if cam_smooth_movement: cam_cpitch = lerp(cam_cpitch, cam_pitch, 10*delta); cam_cyaw = lerp(cam_cyaw, cam_yaw, 10*delta); cam_currentradius = lerp(cam_currentradius, cam_radius, 5*delta); - + cam_update(); func cam_update(): cam_pos = pivot.get_global_transform().origin; - + if cam_smooth_movement: cam_pos.x += cam_currentradius * sin(deg2rad(cam_cyaw)) * cos(deg2rad(cam_cpitch)); cam_pos.y += cam_currentradius * sin(deg2rad(cam_cpitch)); @@ -95,9 +95,9 @@ func cam_update(): cam_pos.x += cam_currentradius * sin(deg2rad(cam_yaw)) * cos(deg2rad(cam_pitch)); cam_pos.y += cam_currentradius * sin(deg2rad(cam_pitch)); cam_pos.z += cam_currentradius * cos(deg2rad(cam_yaw)) * cos(deg2rad(cam_pitch)); - + var pos = Vector3(); - + if cam_ray_result.size() != 0: var a = (cam_ray_result.position-pivot.get_global_transform().origin).normalized(); var b = pivot.get_global_transform().origin.distance_to(cam_ray_result.position); @@ -105,13 +105,13 @@ func cam_update(): pos = pivot.get_global_transform().origin+a*max(b-0.1, 0); else: pos = cam_pos; - + cam.look_at_from_position(pos, pivot.get_global_transform().origin, Vector3(0,1,0)); func _physics_process(delta): if !is_enabled: return; - + var ds = get_world().get_direct_space_state(); if ds != null: cam_ray_result = ds.intersect_ray(pivot.get_global_transform().origin, cam_pos, collision_exception);