game/character.gd
2023-11-26 19:34:07 +03:00

81 lines
2.0 KiB
GDScript

extends CharacterBody3D
const SPEED = 5.
const FAST_SPEED = 10.
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 persone = $Persone
var direction := Vector3(0, 0, -1)
var lookDirection := Vector3(0, 0, -1)
func _ready():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
persone.animation("idle")
func _physics_process(delta: float):
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
persone.animation("jump")
move_and_slide()
return
# 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 dir: Vector3
var speed = SPEED
if Input.is_action_pressed("shift"):
speed = FAST_SPEED
if Input.is_action_pressed("up"):
dir = direction
else:
dir = Vector3()
if dir:
var angle = direction.signed_angle_to(lookDirection, Vector3.DOWN)
#persone.rotation.y += angle
var q = lerp(persone.rotation.y, persone.rotation.y + angle, 1)
persone.rotation.y = q
lookDirection = direction.normalized()
if is_on_floor():
if Input.is_action_pressed("shift"):
persone.animation("run")
else:
persone.animation("walk")
velocity.x = dir.x * speed
velocity.z = dir.z * speed
else:
if is_on_floor():
persone.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
direction = direction.rotated(Vector3.DOWN, event.relative.x * .01)