Adding movements to character #1
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Reference: YannK/godot-third-person-basic-scene#1
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The character should be able to move using a combination of Mouse clicks (LMB - Left Mouse Button, MMB - Middle Mouse Button, WMB - Wheel Mouse Button and RMB - Right Mouse Button) and Keyboard inputs inspired by Ryzom :
assigned to @aleajactaest
I have created a scene for that, called
player
, which includescharacter
and adds the collision.I have begun to add the camera and its script but haven’t go far yet.
mentioned in commit
e8ce4f675c
marked the checklist item RMB : set the cursor invisible, to show we can’t no more select anything in the screen. as completed
marked the checklist item RMB : set the cursor invisible, to show we can’t no more select anything in the screen. as incomplete
marked the checklist item RMB + mouse move : turn camera around character, the character moves automatically to align back turning its back to camera. Includes collisions for the camera and max angle on azimuth. as completed
marked the checklist item Sit : Character sits where it stands as completed
marked the checklist item Sit : Character sits where it stands as incomplete
marked the checklist item Forward : Character goes forward as completed
marked the checklist item Backward :Character goes backward as completed
marked the checklist item Walk/Run : Character goes from walking to running speed untill pressed again as completed
marked the checklist item Left|Right : Turns camera left|right, realigns the character similarly as RMB + mouse moving horizontally as completed
marked the checklist item WMB : Camera distance (with min and max and steps defined) as completed
marked the checklist item RMB : set the cursor invisible, to show we can’t no more select anything in the screen. as completed
marked the checklist item RMB + Left|Right : character strafe left|right as completed
marked the checklist item Sit : Character sits where it stands as completed
marked the checklist item Automove : Character goes forward untill pressed again as completed
mentioned in issue #5
Notes sur le mappage actuel parce que j'ai un peu cherché...
Les touches "z q s d" marchent aussi bien que "← ↑ → ↓" pour se déplacer (c'est très bien !).
Dans les trucs qui ne sont pas comme sur le ticket :
Je m'attendais aussi à ce que le clic gauche me permette de tourner la caméra autour du perso sans que ce dernier ne bouge (LMB + mouse move).
Par ailleurs, petites suggestions sur les déplacements de base. Attention cela vaut sur un clavier azerty avec clavier numérique, ça marche moins bien sur clavier de portable par exemple :
Le Vol demandera du travail, là c'est surtout intéressant parce que comme ça on a l'option. Mais ça demande à la fois de trouver la bonne ergonomie (regarder ce qui se fait sur des jeux au clavier avec vol stationnaire) mais aussi la façon dont cela fonctionne côté gamedesign. Un gros morceau, je conseille donc de laisser ça de côté pour le moment, le fonctionnement actuel étant déjà très bien pour avoir une base et le prendre en compte :)
mentioned in issue #7
mentioned in issue #14
marked the checklist item RMB + mouse move : turn camera around character, the character moves automatically to align back turning its back to camera. Includes collisions for the camera and max angle on azimuth. as incomplete
marked the checklist item RMB + mouse move : turn camera around character, the character moves automatically to align back turning its back to camera. Includes collisions for the camera and max angle on azimuth. as completed
marked the checklist item RMB + mouse move : turn camera around character, the character moves automatically to align back turning its back to camera. Includes collisions for the camera and max angle on azimuth. as incomplete
mentioned in commit
d26ec0da5c
mentioned in commit
a1940e3d45
marked the checklist item LMB + RMB + move mouse : character goes forward, turning progressively if the camera turns as completed
marked the checklist item RMB + mouse move : turn camera around character, the character moves automatically to align back turning its back to camera. Includes collisions for the camera and max angle on azimuth. as completed
pushed, to be check