extends Node # Custom Settings var sensitivity = 0.004 var fov = 75 # World Settings var global_down = Vector3(0,0,0) # Player values accessed elsewhere var restart = false var next = false var fractal = 0 var fractal_min = 0 var fractal_max = 10 func _ready(): set_global_down(Vector3(0,-1,0)) func _process(delta): var amount = Input.get_axis("less", "more") * delta * 5 fractal = clampf(fractal + amount, fractal_min, fractal_max) if Input.get_action_strength("restart") > 0.0: restart = true if Input.is_action_just_released("fullscreen"): if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) else: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN) func change_fractal(base, new_min, new_max): fractal = base fractal_min = new_min fractal_max = new_max func set_global_down(new_down: Vector3): var old_down = global_down global_down = new_down.normalized() # Applies jitter global_down += old_down * 0.01 # Jitter not enough? global_down += Vector3(0.002, 0, 0) # REMINDER: # Player can jump EXACTLY 20 units! # Layer 1 : everything # Layer 2 : reflection probe # Layer 3 : player # Layer 4 : activate button # Layer 5 : non-player killable # Layer 6 : forgive jump # Center: # Gravity # White: Tile # Blue: Down # Yellow: Track # Green: None # Outer: # Behaviour # White: Nothing # Red: No death # Purple: Fractal