extends CharacterBody3D const SPEED = 5.0 const JUMP_VELOCITY = 4.5 @export var horiz_sens = 0.25 @export var vert_sens = 0.25 var playerCam var playerVisuals # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") func _ready(): Input.mouse_mode = Input.MOUSE_MODE_CAPTURED func _process(delta): # Brings your mouse out of the window if you press escape. Add pause screen function here? if Input.is_action_pressed("ui_cancel"): Input.mouse_mode = Input.MOUSE_MODE_VISIBLE func _input(event): # Handle the rotation of the camera using mouse movement. if event is InputEventMouseMotion: # Side to side, first player object then player visuals. rotate_y(deg_to_rad(-event.relative.x * horiz_sens)) $grape_man.rotate_y(deg_to_rad(event.relative.x * horiz_sens)) # Vertical camera rotation. playerCam.rotate_x(deg_to_rad(-event.relative.y * vert_sens)) $CameraMount.global_rotation.x = clampf($CameraMount.global_rotation.x, deg_to_rad(-60), deg_to_rad(-11)) func _physics_process(delta): # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta # 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") var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide()