extends CharacterBody3D @export var camera: Camera3D var SPEED = 2.0 const JUMP_VELOCITY = 4.5 const MOUSE_SENSITIVITY = 0.004 const ROTATION_SPEED := 4.0 # How fast to interpolate (higher = snappier) var target_rotation := Vector2.ZERO # x = pitch, y = yaw func _ready() -> void: assert(camera != null, "Forgot to set camera in editor") Input.mouse_mode = Input.MOUSE_MODE_CAPTURED # Initialize target rotation from current rotation target_rotation.y = rotation.y target_rotation.x = camera.rotation.x func _unhandled_input(event: InputEvent) -> void: if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: target_rotation.y -= event.relative.x * MOUSE_SENSITIVITY target_rotation.x -= event.relative.y * MOUSE_SENSITIVITY target_rotation.x = clamp(target_rotation.x, deg_to_rad(-80), deg_to_rad(80)) func _process(delta: float) -> void: # Smoothly interpolate current rotation toward target rotation.y = lerp_angle(rotation.y, target_rotation.y, delta * ROTATION_SPEED) camera.rotation.x = lerp_angle(camera.rotation.x, target_rotation.x, delta * ROTATION_SPEED) 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()