game/character.gd
2023-11-21 00:20:38 +03:00

54 lines
1.4 KiB
GDScript

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