diff --git a/BodyParts/BodyBase/BodyBase.gd b/BodyParts/BodyBase/BodyBase.gd index 06f5c41..446c1d3 100644 --- a/BodyParts/BodyBase/BodyBase.gd +++ b/BodyParts/BodyBase/BodyBase.gd @@ -31,9 +31,6 @@ func _physics_process(delta): apply_torque_impulse(rot_vector * current_angle * 7) apply_impulse(transform.basis.xform(Vector3.ZERO), -(transform.basis.y) * 0.05) - if current_angle < 0.1: - angular_velocity = Vector3.ZERO - - for axis in angular_velocity: - if axis > 10: - axis -= axis * 0.75 +# if current_angle < 0.1: +# angular_velocity.x = 0 + diff --git a/BodyParts/BodyBase/BodyBase.tscn b/BodyParts/BodyBase/BodyBase.tscn index 9b7cb80..ea9b739 100644 --- a/BodyParts/BodyBase/BodyBase.tscn +++ b/BodyParts/BodyBase/BodyBase.tscn @@ -16,6 +16,7 @@ mass = 1.73469 gravity_scale = 1.5 contacts_reported = 5 contact_monitor = true +angular_damp = 0.5 script = ExtResource( 1 ) [node name="TorsoCollider" type="CollisionShape" parent="."] diff --git a/BodyParts/FrogLeg.gd b/BodyParts/FrogLeg.gd index 66c0e96..81c5fc4 100644 --- a/BodyParts/FrogLeg.gd +++ b/BodyParts/FrogLeg.gd @@ -19,7 +19,7 @@ func _is_animation_playing(): func push(body): # We multiply by 0.1 because we only want it to spin slightly, it should mostly go up - var offset = transform.basis.xform(Vector3.ZERO) #transform.basis.xform(touch_area.global_transform.origin - base.global_transform.origin) * 0.5 + var offset = transform.basis.xform(-touch_area.global_transform.origin + base.global_transform.origin) * 0.1 var direction = (base.transform.basis.y - base.transform.basis.z).normalized() * 20.0 base.apply_impulse(offset, direction) diff --git a/BodyParts/HumanLeg.gd b/BodyParts/HumanLeg.gd index a5a38ef..649728f 100644 --- a/BodyParts/HumanLeg.gd +++ b/BodyParts/HumanLeg.gd @@ -15,21 +15,17 @@ func _is_animation_playing(): func action(): anim.play("ArmatureAction") - - # Apply a slight counter force - var offset = transform.basis.xform(Vector3.ZERO) #transform.basis.xform(touch_area.global_transform.origin - base.global_transform.origin) * 0.5 - var direction = -(base.transform.basis.y - base.transform.basis.z).normalized() * 0.5 - - base.apply_impulse(offset, direction) func push(body): # We multiply by 0.1 because we only want it to spin slightly, it should mostly go up - var offset = transform.basis.xform(Vector3.ZERO) #transform.basis.xform(touch_area.global_transform.origin - base.global_transform.origin) * 0.5 + var offset = transform.basis.xform(touch_area.global_transform.origin - base.global_transform.origin) * 0.3 var direction = (base.transform.basis.y - base.transform.basis.z).normalized() * 10.0 base.apply_impulse(offset, direction) + #base.apply_torque_impulse(base.transform.basis.y * 20.0) + # Called every frame. 'delta' is the elapsed time since the previous frame. #func _process(delta: float) -> void: # pass