67 lines
2.2 KiB
GDScript
67 lines
2.2 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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func _physics_process(delta: float) -> void:
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var right: Vector3 = (global_transform.basis.x * Vector3(1, 0, 1)).normalized()
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var forward: Vector3 = (-global_transform.basis.z * Vector3(1, 0, 1)).normalized()
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var has_input = false
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velocity.x = 0
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velocity.z = 0
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if Input.is_key_pressed(KEY_LEFT) or Input.is_key_pressed(KEY_A):
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has_input = true
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velocity -= right
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if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D):
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has_input = true
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velocity += right
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if Input.is_key_pressed(KEY_UP) or Input.is_key_pressed(KEY_W):
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has_input = true
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velocity += forward
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if Input.is_key_pressed(KEY_DOWN) or Input.is_key_pressed(KEY_S):
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has_input = true
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velocity -= forward
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if has_input:
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var normalized_horizontal_velocity = Vector2(velocity.x, velocity.z).normalized()
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velocity.x = normalized_horizontal_velocity.x * SPEED
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velocity.z = normalized_horizontal_velocity.y * SPEED
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if not is_on_floor():
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velocity += get_gravity() * delta
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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move_and_slide()
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