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