godot-shooter / commit
Add some comments to the world scene and change the radar behavior so the alpha of items ranges are .2-1, instead of 0-1, where the radar item sometimes disappears.
actors/Player.gd | 19 +++++++++++++++---- 1 file changed, 15 insertions(+), 4 deletions(-) diff --git a/actors/Player.gd b/actors/Player.gd index 95d8e59..2d3dd1c 100644 --- a/actors/Player.gd +++ b/actors/Player.gd @@ -61,7 +61,10 @@ func _process(_delta: float) -> void: if dead: return -# health_label.text = "%s / %s" % [health, max_health] + # set the rotation for static controls + static_controls.global_rotation = 0 + + # set progress bar value and color var pb: ProgressBar = $Graphics/Alive/StaticControls/ProgressBar var health_ratio = float(health) / float(max_health) var health_percentage = health_ratio * 100 @@ -72,17 +75,23 @@ func _process(_delta: float) -> void: pb.modulate = Color.yellow else: pb.modulate = Color.blue - - static_controls.global_rotation = 0 + + # add history to the trail trails.add_position(global_position) + + # set HUD info, like score and current weapon hud.set_current_weapon(weapon) hud.score = score func _physics_process(delta: float) -> void: if dead: return + + # turn toward target if is_destination_set: turn_towards(destination, delta) + + # limit movement speed var speed = velocity.length() if speed < move_speed: velocity = velocity * (1 + delta * accel_rate) @@ -90,6 +99,8 @@ func _physics_process(delta: float) -> void: if speed > move_speed: velocity = velocity.normalized() * move_speed velocity = move_and_slide(velocity) + + # rotate to match velocity global_rotation = velocity.angle() + PI/2.0 func show_intro() -> void: @@ -107,7 +118,7 @@ func update_radar(items: Array, color: Color): var item: Node = i var diff = item.global_position - global_position var dist = diff.length() - var ratio = Utils.dist_to_ratio(dist, radar_min_radius, radar_max_radius) + var ratio = Utils.dist_to_ratio(dist, radar_min_radius, radar_max_radius) * .8 + .2 if dist < radar_min_radius: ratio = 0 var angle_to = Vector2.UP.angle_to(diff)