81 lines
2.7 KiB
GDScript
81 lines
2.7 KiB
GDScript
extends CharacterBody3D
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@export var camera: Camera3D
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var SPEED = 2.0
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const JUMP_VELOCITY = 4.5
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const MOUSE_SENSITIVITY = 0.004
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const ROTATION_SPEED := 4.0 # How fast to interpolate (higher = snappier)
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var target_rotation := Vector2.ZERO # x = pitch, y = yaw
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func _ready() -> void:
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assert(camera != null, "Forgot to set camera in editor")
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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# Initialize target rotation from current rotation
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target_rotation.y = rotation.y
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target_rotation.x = camera.rotation.x
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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target_rotation.y -= event.relative.x * MOUSE_SENSITIVITY
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target_rotation.x -= event.relative.y * MOUSE_SENSITIVITY
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target_rotation.x = clamp(target_rotation.x, deg_to_rad(-80), deg_to_rad(80))
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func _process(delta: float) -> void:
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# Smoothly interpolate current rotation toward target
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rotation.y = lerp_angle(rotation.y, target_rotation.y, delta * ROTATION_SPEED)
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camera.rotation.x = lerp_angle(camera.rotation.x, target_rotation.x, delta * ROTATION_SPEED)
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const ACCELERATION := 10.0
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const DECELERATION := 6.0
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var input_direction := Vector3.ZERO
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var target_velocity := Vector3.ZERO
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func _get_input_direction() -> Vector3:
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var direction := Vector3.ZERO
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if Input.is_key_pressed(KEY_LEFT) or Input.is_key_pressed(KEY_A):
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direction.x -= 1
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if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D):
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direction.x += 1
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if Input.is_key_pressed(KEY_UP) or Input.is_key_pressed(KEY_W):
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direction.z += 1
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if Input.is_key_pressed(KEY_DOWN) or Input.is_key_pressed(KEY_S):
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direction.z -= 1
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return direction.normalized()
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func _physics_process(delta: float) -> void:
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# Get input direction relative to player orientation
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input_direction = _get_input_direction()
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var basis := global_transform.basis
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var forward := -basis.z.normalized()
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var right := basis.x.normalized()
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# Desired horizontal movement direction in world space
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var desired_velocity : Vector3 = (right * input_direction.x + forward * input_direction.z) * SPEED
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desired_velocity.y = 0 # Only horizontal
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# Smooth acceleration/deceleration
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var accel := DECELERATION if input_direction == Vector3.ZERO else ACCELERATION
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target_velocity.x = lerp(target_velocity.x, desired_velocity.x, accel * delta)
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target_velocity.z = lerp(target_velocity.z, desired_velocity.z, accel * delta)
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# Preserve existing vertical velocity
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if not is_on_floor():
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target_velocity.y += get_gravity().y * delta
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else:
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target_velocity.y = 0
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if Input.is_action_just_pressed("ui_accept"):
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target_velocity.y = JUMP_VELOCITY
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# Apply movement
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velocity = target_velocity
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move_and_slide()
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