0 votes

I had a mountain with staticbody, but my player object keep moving without any input on that mountain, how can i make it less slippy

in Engine by (27 points)

1 Answer

0 votes

i just changed the move and slide's stop on slope at third argument to true

this was before:

move_and_slide(velocity * move_speed * calculated_delta, Vector3.UP)

after:

move_and_slide(velocity * move_speed * calculated_delta, Vector3.UP, true)

it stop after half a second not inputing any key, but still works partially

this is the full code:

extends KinematicBody

#move
var velocity = Vector3.ZERO
var move_speed = 20
var move_strength_left
var move_strength_forward

#gravity
var fall_velocity = Vector3.ZERO
var fall_speed = 0.1
var jump_height = 2

#body and camera
onready var horizontal_head = $CamH
onready var vertical_head = $CamH/CamV
onready var body = $Body
var body_target_rotation = 0
var camera_rotation = 0

#inputs
var mouse_sensitivity = 0.05
var calculated_delta
var forward_key_input = 'w'
var backward_key_input = 's'
var left_key_input = 'a'
var right_key_input = 'd'
var aim_input = 'Rclick'
var jump_key_input = ' '

func _ready():
    Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

func _input(event):
    if event is InputEventMouseMotion:
        #horizontal
        horizontal_head.rotate_y(deg2rad(-event.relative.x * mouse_sensitivity))
        #vertical
        vertical_head.rotate_x(deg2rad(-event.relative.y * mouse_sensitivity))
        vertical_head.rotation.x=clamp(vertical_head.rotation.x, deg2rad(-89), deg2rad(89))

func _physics_process(delta):
    #simplify
    #forward
    var forward = Input.is_action_pressed(forward_key_input)
    var forward_strength = Input.get_action_strength(forward_key_input)
    #backward
    var backward = Input.is_action_pressed(backward_key_input)
    var backward_strength = Input.get_action_strength(backward_key_input)
    #left
    var left = Input.is_action_pressed(left_key_input)
    var left_strength = Input.get_action_strength(left_key_input)
    #right
    var right = Input.is_action_pressed(right_key_input)
    var right_strength = Input.get_action_strength(right_key_input)
    #right click
    var right_click = Input.is_action_pressed(aim_input)
    #jump
    var jump = Input.is_action_pressed(jump_key_input)
    #speed of 60 frames
    calculated_delta = delta * 60

    if forward || backward || left || right: 
        #calculate move
        move_strength_left = left_strength - right_strength
        move_strength_forward = forward_strength - backward_strength

        #apply move
        velocity -= horizontal_head.transform.basis.x * calculated_delta * move_strength_left
        velocity -= horizontal_head.transform.basis.z * calculated_delta * move_strength_forward

        #calculate rotation
        if !right_click: 
            camera_rotation = horizontal_head.global_transform.basis.get_euler().y
            #one key
            if forward && !backward: body_target_rotation = 180
            if backward && !forward: body_target_rotation = 0
            if left && !right: body_target_rotation = -90
            if right && !left: body_target_rotation = 90
            #two keys
            if forward && left: body_target_rotation = -135
            if forward && right: body_target_rotation = 135
            if backward && left: body_target_rotation = -45
            if backward && right: body_target_rotation = 45
    #mouse  
    if right_click: 
        camera_rotation = horizontal_head.global_transform.basis.get_euler().y
        body_target_rotation = 180

    #apply rotation
    body.rotation.y = lerp_angle(body.rotation.y,
         camera_rotation + deg2rad(body_target_rotation), 0.1 * calculated_delta)

    #fall
    if is_on_floor():
        fall_velocity.y = 0
        if jump: 
            fall_velocity.y = jump_height
    if fall_velocity.y > -10: 
        fall_velocity.y -= fall_speed * calculated_delta

    #normalize
    velocity = velocity.normalized()
    velocity += fall_velocity #merge
    move_and_slide(velocity * move_speed * calculated_delta, Vector3.UP, true)
by (27 points)
edited by
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