MM1: Smooth turn movement

Smoother turn movement for a Godot game | MM1

Problem

Converting WASD into a vector and slapping it into your velocity is ok, but:

Let's also jump and then run left after the landing → same abrupt transition.

Solution: rotating input direction

I don't like linear vector interpolation for movement, but the video's too short to explain why. Think of these two cases I'm showing on the screen.

So instead of taking WASD direction and overriding our speed with it, we will just rotate it.

First version

Better already, at least it passes the spam test and the head test.

Second version