fix: camera movement

This commit is contained in:
Sara Gerretsen 2025-12-05 15:14:52 +01:00
parent 99d237af1e
commit 39939a5ce4

View file

@ -105,21 +105,25 @@ script/source = "extends SpringArm3D
var camera : Vector2 = Vector2()
func _unhandled_input(event: InputEvent) -> void:
func _ready():
rotate_y(get_parent().global_rotation.y)
func _unhandled_input(event : InputEvent) -> void:
if event.is_action(\"look_left\") or event.is_action(\"look_right\"):
camera.x = Input.get_axis(\"look_right\", \"look_left\")
elif event.is_action(\"look_up\") or event.is_action(\"look_down\"):
camera.y = Input.get_axis(\"look_down\", \"look_up\")
elif event is InputEventMouseMotion:
rotate_camera((event as InputEventMouseMotion).screen_relative * -0.0015)
rotate_camera((event as InputEventMouseMotion).screen_relative * Vector2(-0.0015, -0.0013))
func _physics_process(_delta : float):
self.global_position = $\"..\".global_position + Vector3(0, 2, 0)
func _process(delta : float):
rotate_camera(Vector2(camera.x * 3., camera.y * 1.) * delta)
func _physics_process(_delta):
self.global_position = $\"..\".global_position + Vector3(0, 2, 0)
func rotate_camera(delta: Vector2):
func rotate_camera(delta : Vector2):
rotate_y(delta.x)
if abs(rotation.x + delta.y) < PI/3:
rotate_object_local(Vector3(1, 0, 0), delta.y)
@ -181,8 +185,8 @@ input_next_margin = 0.5
process_mode = 3
animation_name = "swing_2"
next_light_attack_state = NodePath("../LightAttack3")
trigger_next_margin = 0.3
input_next_margin = 0.6
trigger_next_margin = 0.2
input_next_margin = 0.4
[node name="LightAttack3" type="PlayerBasicAttackState" parent="."]
process_mode = 3
@ -192,7 +196,7 @@ input_next_margin = 0.0
[node name="SpringArm3D" type="SpringArm3D" parent="."]
process_mode = 3
transform = Transform3D(-1, 0, -8.74227e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 2, 0)
transform = Transform3D(-1, 1.51357e-08, -8.61025e-08, 0, 0.984899, 0.173133, 8.74228e-08, 0.173133, -0.984899, 0, 2, 0)
top_level = true
shape = SubResource("SphereShape3D_1p07c")
spring_length = 3.5