extends Camera3D
var target_angle:float # the position where the camera needs to be
var current_angle:float # the position where the camera currently is
func _physics_process(_delta: float) -> void:
'''
Controls where the camera is pointed based on which player is selected
fov = ((20.0 * GLOBALVARS.seconds_left/GLOBALVARS.start_seconds)+20.0)
target_angle = (abs(GLOBALVARS.selected_player) * 90)
if current_angle != target_angle:
current_angle += 0.1*(target_angle-current_angle)
global_rotation_degrees.y = current_angle