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Moving throw velocity to a Player export

pull/12/head
Ryan Reed 1 month ago
parent
commit
c49fcf4554
1 changed files with 2 additions and 1 deletions
  1. +2
    -1
      scenes/player/player.gd

+ 2
- 1
scenes/player/player.gd View File

@ -8,6 +8,7 @@ extends CharacterBody3D
@export var gravity: float = 9.8 @export var gravity: float = 9.8
@export var mouse_sensitivity: Vector2 = Vector2(0.1, 0.3) ## Horizontal and vertical mouse sensitivity @export var mouse_sensitivity: Vector2 = Vector2(0.1, 0.3) ## Horizontal and vertical mouse sensitivity
@export var standing_height: float = 1.8 ## This should be where the head/camera would be located @export var standing_height: float = 1.8 ## This should be where the head/camera would be located
@export var throw_velocity: float = 10.0
@export_group("Movement") @export_group("Movement")
@export var acceleration: float = 10.0 @export var acceleration: float = 10.0
@ -34,7 +35,7 @@ func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion: if event is InputEventMouseMotion:
_handle_mouse_movement(event.relative) _handle_mouse_movement(event.relative)
elif event.is_action_pressed("throw_item"): # TODO: Move to state? elif event.is_action_pressed("throw_item"): # TODO: Move to state?
EntityManager.drop_block.emit(InventoryManager.quick_slot_item_id, head.global_position, -head.global_basis.z, 10.0)
EntityManager.drop_block.emit(InventoryManager.quick_slot_item_id, head.global_position, -head.global_basis.z, throw_velocity)
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
is_crouching = Input.is_action_pressed("crouch") or ray_cast_crouch.is_colliding() is_crouching = Input.is_action_pressed("crouch") or ray_cast_crouch.is_colliding()


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