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extends "res://scripts/player.gd"
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const wallride_speed = 0
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const wallride_speed_necessary = 15
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const wallride_leap_height = 20
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const wallride_leap_side = 10
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var since_on_wall = 0
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var last_wall_normal = Vector3()
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var wallride_forgiveness = .150
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func control_player(delta):
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wallride(delta)
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.control_player(delta)
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func wallride(delta):
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# If our feet aren't touching, but we are colliding, we are wall-riding
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if is_on_wall() and not is_on_floor() and velocity.length() > wallride_speed_necessary:
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since_on_wall = 0
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last_wall_normal = get_slide_collision(0).normal
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else:
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since_on_wall += delta
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if since_on_wall < wallride_forgiveness:
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var aim = get_node("Yaw").get_global_transform().basis
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# Add zero gravity
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velocity.y = -gravity # So it's undone in super
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# Allow jumping (for wall hopping!)
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if Input.is_action_just_pressed("jump"):
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velocity.y += wallride_leap_height
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velocity += wallride_leap_side * last_wall_normal
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