55 lines
1.6 KiB
GDScript
55 lines
1.6 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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# Camera rotation parameters
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var sensitivity: float = 0.2
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var min_pitch: float = -60
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var max_pitch: float = 60
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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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var mouse_sens = 0.3
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var camera_anglev=0
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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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# 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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# 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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func _ready():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _exit_tree():
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Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED)
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func _input(event):
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if event is InputEventMouseMotion:
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handle_camera_rotation(event.relative)
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func handle_camera_rotation(mouse_delta: Vector2):
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# Rotate the camera
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rotate_y(deg_to_rad(-mouse_delta.x * sensitivity))
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var new_pitch = rotation_degrees.x - mouse_delta.y * sensitivity
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#rotation_degrees.x = clamp(new_pitch, min_pitch, max_pitch)
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