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use input mappings in player
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parent
5540a57c21
commit
834da039ad
4
Playa.gd
4
Playa.gd
@ -138,7 +138,7 @@ func _physics_process(delta):
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if g == null:
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if g == null:
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guests.remove(g)
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guests.remove(g)
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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 forward_backward = Input.get_action_strength("ui_up") - Input.get_action_strength("ui_down")
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var forward_backward = Input.get_action_strength("accelerate") - Input.get_action_strength("brake")
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if forward_backward != 0:
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if forward_backward != 0:
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@ -146,7 +146,7 @@ func _physics_process(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("right") - Input.get_action_strength("left")
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if steer_dir != 0 && velocity.length() > 0:
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if steer_dir != 0 && velocity.length() > 0:
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var direction_new = direction.rotated(PI/1.5 * steer_dir * delta)
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var direction_new = direction.rotated(PI/1.5 * steer_dir * delta)
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