extends CharacterBody3D const SPEED = 5.0 const JUMP_VELOCITY = 4.5 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") @onready var cam_pointer = $camPointer @onready var player = $Player func _ready(): Input.mouse_mode = Input.MOUSE_MODE_CAPTURED player.animation("idle") func _physics_process(delta: float): # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. #var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") # #input_dir = cam_pointer var direction := Vector3(0, 0, cam_pointer.rotation.y).normalized() print(direction) if Input.is_action_pressed("ui_up"): direction = (transform.basis * direction) else: direction *= 0 if direction: player.animation("walk") velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: player.animation("idle") velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide() func _input(event): if event is InputEventMouseMotion: cam_pointer.rotation.y -= event.relative.x * .01 cam_pointer.rotation.x -= event.relative.y * .01