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Merge branch 'main' of https://github.com/mightypanders/GMTKJam2021
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commit
3fbe7ef323
23
Playa.gd
23
Playa.gd
@ -1,8 +1,8 @@
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extends KinematicBody2D
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extends KinematicBody2D
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export var ACCELERATION = 50
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export var ACCELERATION = 60
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export var MAX_SPEED = 100
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export var MAX_SPEED = 150
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export var FRICTION = 30
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export var FRICTION = 50
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var velocity = Vector2.ZERO
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var velocity = Vector2.ZERO
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var last_in_line
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var last_in_line
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@ -38,23 +38,22 @@ func _on_PickupCheckArea_area_entered(area):
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func _physics_process(delta):
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func _physics_process(delta):
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var direction = Vector2.UP.rotated(rotation).normalized() #Playerrotation nehmen ist sicherer
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var direction = Vector2.UP.rotated(rotation).normalized() #Playerrotation nehmen ist sicherer
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var is_accellerating = Input.is_action_pressed("ui_up")
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var forward_backward = Input.get_action_strength("ui_up") - Input.get_action_strength("ui_down")
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if is_accellerating:
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velocity = velocity.move_toward(direction * MAX_SPEED, ACCELERATION * delta)
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if forward_backward != 0:
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velocity = velocity.move_toward(direction * MAX_SPEED * forward_backward, ACCELERATION * delta)
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else:
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else:
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velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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var steer_dir = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
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var steer_dir = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
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if steer_dir != 0:
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if steer_dir != 0 && velocity.length() > 0:
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var direction_new = direction.rotated(PI/2 * steer_dir * delta)
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var direction_new = direction.rotated(PI/1.5 * steer_dir * delta)
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#print(PI/8 * delta)
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print(velocity.length())
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#print(velocity.angle_to(velocity.rotated(direction_new.angle())))
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#print(velocity.angle_to(velocity.rotated(direction_new.angle())))
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velocity = velocity.rotated(direction.angle_to(direction_new))
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velocity = velocity.rotated(direction.angle_to(direction_new))
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rotate(direction.angle_to(direction_new))
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rotate(direction.angle_to(direction_new))
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#print(velocity)
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velocity = move_and_slide(velocity)
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move_and_collide(velocity * delta)
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