extends KinematicBody onready var util = get_node("/root/Util") export var gravity: float = 2.5 "public" var velocity: Vector3 = Vector3.ZERO export var velocity_acceleration: float = 5 export var velocity_friction: float = 5 export var jump_power: float = 125 export var sprint_factor: float = 1.07 var velocity_factor: Vector3 = Vector3.ONE var target_velocity: Vector3 = Vector3.ZERO var is_jumping: bool = false var jump_permission: float = 1.0 func process_velocity(delta: float): # Uses the input from MovementInput to compute and update this node's velocity # velocity_acceleration controls gradual speedup whereas velocity_friction # controls gradual slowdown # Gravity # You can buffer jumps by pressing releaseing the space bar and then pressing it again if not is_on_floor(): target_velocity.y = -gravity else: velocity.y = max(0.0, velocity.y) target_velocity.y = max(0.0, max(target_velocity.y, jump_power * $"../MovementInput".jump_intent * jump_permission)) if not is_jumping and $"../MovementInput".jump_intent != 0.0 and is_on_floor(): jump_permission = 0.0 is_jumping = true elif is_jumping and $"../MovementInput".jump_intent == 0.0: jump_permission = 1.0 is_jumping = false var target_velocity_xz = $"../MovementInput".input_xz target_velocity = util.vec2_xz_to_vec3(target_velocity_xz, target_velocity.y) var velocity_xz = util.vec3_xz(velocity) var xz_weight = velocity_acceleration * delta if target_velocity_xz.length() < velocity_xz.length(): xz_weight = velocity_friction * delta var target_xz_length = lerp(velocity_xz.length(), target_velocity_xz.length(), xz_weight) if target_velocity_xz != Vector2.ZERO: velocity_xz = target_velocity_xz.normalized() * target_xz_length elif velocity_xz != Vector2.ZERO: velocity_xz = velocity_xz.normalized() * target_xz_length if (target_velocity_xz - velocity_xz).length() <= 0.025: velocity_xz = target_velocity_xz var y_weight = velocity_acceleration * delta if target_velocity.y < velocity.y: y_weight = velocity_friction * delta var velocity_y = lerp(velocity.y, target_velocity.y, y_weight) if abs(target_velocity.y - velocity_y) <= 0.025: velocity_y = target_velocity.y if $"../MovementInput".sprinting: velocity_xz *= sprint_factor velocity = util.vec2_xz_to_vec3(velocity_xz, velocity_y) * velocity_factor func increase_velocity_factor(by: Vector3): velocity_factor *= by func decrease_velocity_factor(by: Vector3): velocity_factor /= by func _physics_process(delta): process_velocity(delta) velocity = move_and_slide(velocity, Vector3.UP)