39 lines
1.2 KiB
GDScript3
39 lines
1.2 KiB
GDScript3
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extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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const MOUSE_SENSITIVITY = 0.1
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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var camera_rotation = Vector2()
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func _input(event):
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if event is InputEventMouseMotion:
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camera_rotation -= event.relative * MOUSE_SENSITIVITY
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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("Left", "Right", "Forward", "Back")
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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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# Rotate the character's camera based on mouse input.
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$Camera3D.rotation_degrees.y = camera_rotation.x
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$Camera3D.rotation_degrees.x = clamp(camera_rotation.y, -90, 90)
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