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