81 lines
2.0 KiB
GDScript
81 lines
2.0 KiB
GDScript
extends CharacterBody3D
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const SPEED = 5.
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const FAST_SPEED = 10.
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const JUMP_VELOCITY = 4.5
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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@onready var cam_pointer = $camPointer
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@onready var persone = $Persone
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var direction := Vector3(0, 0, -1)
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var lookDirection := Vector3(0, 0, -1)
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func _ready():
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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persone.animation("idle")
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func _physics_process(delta: float):
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle jump.
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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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persone.animation("jump")
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move_and_slide()
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return
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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#var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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#
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#input_dir = cam_pointer
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var dir: Vector3
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var speed = SPEED
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if Input.is_action_pressed("shift"):
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speed = FAST_SPEED
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if Input.is_action_pressed("up"):
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dir = direction
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else:
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dir = Vector3()
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if dir:
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var angle = direction.signed_angle_to(lookDirection, Vector3.DOWN)
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#persone.rotation.y += angle
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var q = lerp(persone.rotation.y, persone.rotation.y + angle, 1)
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persone.rotation.y = q
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lookDirection = direction.normalized()
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if is_on_floor():
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if Input.is_action_pressed("shift"):
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persone.animation("run")
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else:
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persone.animation("walk")
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velocity.x = dir.x * speed
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velocity.z = dir.z * speed
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else:
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if is_on_floor():
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persone.animation("idle")
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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func _input(event):
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if event is InputEventMouseMotion:
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cam_pointer.rotation.y -= event.relative.x * .01
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cam_pointer.rotation.x -= event.relative.y * .01
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direction = direction.rotated(Vector3.DOWN, event.relative.x * .01)
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