created fog of war
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11
entities/faction/player/player.gd
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11
entities/faction/player/player.gd
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extends Faction
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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33
entities/faction/player/player_camera.gd
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33
entities/faction/player/player_camera.gd
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extends Camera3D
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var move_speed : float = 5
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var tilt_speed : float = 2
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func _process(delta: float) -> void:
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process_movement_speed()
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process_movement(delta)
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process_camera_tilt(delta)
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func process_movement(delta:float) -> void:
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var input_vector := Vector3.ZERO;
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input_vector += Vector3.UP * Input.get_axis("move_down", "move_up")
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input_vector += Vector3.FORWARD * Input.get_axis("move_back", "move_forward")
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input_vector += Vector3.RIGHT * Input.get_axis("move_left", "move_right")
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translate(input_vector * move_speed * delta)
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position.y = clampf(position.y, 2, 20)
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func process_movement_speed() -> void:
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if Input.is_action_just_released("move_increase"):
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move_speed = clampf(move_speed + 1, 1, 10)
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if Input.is_action_just_released("move_decrease"):
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move_speed = clampf(move_speed-1, 1, 10)
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func process_camera_tilt(delta: float) -> void:
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if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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var mouse_move := -Input.get_last_mouse_velocity().normalized()
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mouse_move *= tilt_speed * delta
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rotation.y = rotation.y + mouse_move.x
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rotation.x =clampf(rotation.x + mouse_move.y, -PI/2, 0)
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else:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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