Steps dans le son
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23
Player.gd
23
Player.gd
@@ -10,7 +10,9 @@ export var jump = 30
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export var slapkill = 0.8
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var slap = 0.0
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var chargeSlap = false
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var isSlap = false;
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var isSlap = false
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var isStep = false
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var stepAcc = 0
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export var mouse_sensitivity = 0.03
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@@ -29,8 +31,11 @@ onready var slap_animator = $HandMovement
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onready var Menu = $HUD/Start
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onready var AudioSlap = $AudioSlap
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onready var AudioMegaSlap = $AudioMegaSlap
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onready var Steps = [ $Step1, $Step2, $Step3, $Step4 ]
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var rng = RandomNumberGenerator.new()
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func _ready():
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rng.randomize()
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slap_animator.current_animation = "basic_slap"
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@@ -61,12 +66,15 @@ func _physics_process(delta):
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elif is_on_floor() and full_contact:
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gravity_vec = -get_floor_normal() * gravity
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h_acceleration = normal_acceleration
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isStep = true
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else:
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gravity_vec = -get_floor_normal()
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h_acceleration = normal_acceleration
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if Input.is_action_just_pressed("jump") and (is_on_floor() or ground_check.is_colliding()):
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gravity_vec = Vector3.UP * jump
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isStep = false
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if Input.is_action_pressed("move_forward"):
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direction -= transform.basis.z
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@@ -77,6 +85,7 @@ func _physics_process(delta):
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elif Input.is_action_pressed("move_right"):
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direction += transform.basis.x
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# Slappening
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if Input.is_action_pressed("slap"):
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if slap < 0.01:
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@@ -104,9 +113,19 @@ func _physics_process(delta):
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slap_animator.seek(slap, true)
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slap_gauge.fill = slap;
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slap_gauge.kill = slapkill;
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direction = direction.normalized()
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if isStep:
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stepAcc += (abs(direction.x) + abs(direction.z)) * delta
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else:
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stepAcc = 0.0
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if (stepAcc > 0.3):
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stepAcc -= 0.45
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Steps[rng.randi_range(0,3)].play();
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h_velocity = h_velocity.linear_interpolate(direction * speed, h_acceleration * delta)
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movement.z = h_velocity.z + gravity_vec.z
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movement.x = h_velocity.x + gravity_vec.x
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