fx: player rotation
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@@ -34,8 +34,7 @@ func _process(delta):
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try_attack()
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try_attack()
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if not velocity.is_zero_approx():
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if not velocity.is_zero_approx():
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look_at(velocity * 1000000) # FIXME: ideally we look_at a point at infinity
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self.rotation = atan2(velocity.y, velocity.x)
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# or rotate the player some other way
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move_and_collide(speed * velocity * delta)
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move_and_collide(speed * velocity * delta)
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#position += speed * velocity * delta
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#position += speed * velocity * delta
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position = GameManager.get_boundaried_position(position)
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position = GameManager.get_boundaried_position(position)
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@@ -29,8 +29,6 @@ func _process(delta: float) -> void:
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_handle_wrapping()
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_handle_wrapping()
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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#self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
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# TODO: state transition logic (bot controller code)
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pass
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pass
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func move(motion: Vector3) -> void:
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func move(motion: Vector3) -> void:
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