diff --git a/godot/player/OnFootPhysics.gd b/godot/player/OnFootPhysics.gd index 31f558f..84f963c 100644 --- a/godot/player/OnFootPhysics.gd +++ b/godot/player/OnFootPhysics.gd @@ -4,7 +4,7 @@ onready var util = get_node("/root/Util") export var gravity: float = 6.0 # When falling, gravity is artificially increased -export var gravity_downwards_factor: float = 2 +export var gravity_downwards_factor: float = 3 # Rate of gaining speed export var velocity_acceleration_xz: float = 3 export var velocity_acceleration_y: float = 5 @@ -14,10 +14,8 @@ export var velocity_friction_y: float = 1 export var jump_power: float = 50 # Controls the base speeds of walking and sprinting -export var sprint_factor: float = 1.5 -export var walk_factor: float = 1.0 - -export var max_xz_speed: float = 2 +export var sprint_factor: float = 3.5 +export var walk_factor: float = 1.5 "public" var velocity: Vector3 = Vector3.ZERO # Value changed by code only to add slow down or speed up effects @@ -56,7 +54,11 @@ func process_velocity(delta: float): is_jumping = false - var target_velocity_xz = $"../MovementInput".input_xz + var target_velocity_xz = $"../MovementInput".input_xz + if $"../MovementInput".sprinting: + target_velocity_xz *= sprint_factor + else: + target_velocity_xz *= walk_factor target_velocity = util.vec2_xz_to_vec3(target_velocity_xz, target_velocity.y) var velocity_xz = util.vec3_xz(velocity) @@ -79,15 +81,9 @@ func process_velocity(delta: float): var velocity_y = util.clamped_lerp(velocity.y, target_velocity.y, y_weight, 0.25) - if $"../MovementInput".sprinting: - velocity_xz *= sprint_factor - else: - velocity_xz *= walk_factor velocity = util.vec2_xz_to_vec3(velocity_xz, velocity_y) * velocity_factor - velocity = util.vec2_xz_to_vec3(util.vec3_xz(velocity).limit_length(max_xz_speed), velocity.y) - func increase_velocity_factor(by: Vector3): velocity_factor *= by