portal-demo/scripts/player.gd

81 lines
2.7 KiB
GDScript

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)
const ACCELERATION := 10.0
const DECELERATION := 6.0
var input_direction := Vector3.ZERO
var target_velocity := Vector3.ZERO
func _get_input_direction() -> Vector3:
var direction := Vector3.ZERO
if Input.is_key_pressed(KEY_LEFT) or Input.is_key_pressed(KEY_A):
direction.x -= 1
if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D):
direction.x += 1
if Input.is_key_pressed(KEY_UP) or Input.is_key_pressed(KEY_W):
direction.z += 1
if Input.is_key_pressed(KEY_DOWN) or Input.is_key_pressed(KEY_S):
direction.z -= 1
return direction.normalized()
func _physics_process(delta: float) -> void:
# Get input direction relative to player orientation
input_direction = _get_input_direction()
var basis := global_transform.basis
var forward := -basis.z.normalized()
var right := basis.x.normalized()
# Desired horizontal movement direction in world space
var desired_velocity : Vector3 = (right * input_direction.x + forward * input_direction.z) * SPEED
desired_velocity.y = 0 # Only horizontal
# Smooth acceleration/deceleration
var accel := DECELERATION if input_direction == Vector3.ZERO else ACCELERATION
target_velocity.x = lerp(target_velocity.x, desired_velocity.x, accel * delta)
target_velocity.z = lerp(target_velocity.z, desired_velocity.z, accel * delta)
# Preserve existing vertical velocity
if not is_on_floor():
target_velocity.y += get_gravity().y * delta
else:
target_velocity.y = 0
if Input.is_action_just_pressed("ui_accept"):
target_velocity.y = JUMP_VELOCITY
# Apply movement
velocity = target_velocity
move_and_slide()