extends CharacterBody3D @export var camera: Camera3D @export var SPEED = 4.0 const JUMP_VELOCITY = 4.5 const MOUSE_SENSITIVITY = 0.004 func _ready() -> void: assert(camera != null, "Forgot to set camera in editor") Input.mouse_mode = Input.MOUSE_MODE_CAPTURED ## Implements [member Portal3D.ON_TELEPORT_CALLBACK] func on_teleport(portal: Portal3D) -> void: pass func _unhandled_input(event: InputEvent) -> void: if event is InputEventMouseMotion: if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: rotate_y(-event.screen_relative.x * MOUSE_SENSITIVITY) camera.rotate_x(-event.screen_relative.y * MOUSE_SENSITIVITY) camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-80), deg_to_rad(80)) func _physics_process(delta: float) -> void: var right: Vector3 = (global_transform.basis.x * Vector3(1, 0, 1)).normalized() var forward: Vector3 = (-global_transform.basis.z * Vector3(1, 0, 1)).normalized() var has_input = false velocity.x = 0 velocity.z = 0 if Input.is_key_pressed(KEY_LEFT) or Input.is_key_pressed(KEY_A): has_input = true velocity -= right if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D): has_input = true velocity += right if Input.is_key_pressed(KEY_UP) or Input.is_key_pressed(KEY_W): has_input = true velocity += forward if Input.is_key_pressed(KEY_DOWN) or Input.is_key_pressed(KEY_S): has_input = true velocity -= forward if has_input: var normalized_horizontal_velocity = Vector2(velocity.x, velocity.z).normalized() velocity.x = normalized_horizontal_velocity.x * SPEED velocity.z = normalized_horizontal_velocity.y * SPEED if not is_on_floor(): velocity += get_gravity() * delta if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY move_and_slide()