GodotDemo/Playermovementimbus.gd

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GDScript3
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2023-11-05 17:45:37 +01:00
extends CharacterBody3D
const SPEED = 10.0
const JUMP_VELOCITY = 5
# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var neck := $Neck
@onready var camera := $Neck/Camera3D
@onready var walking_sound = $AudiostreamPlayer3DSTEP
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
elif event.is_action_pressed("ui_cancel"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
if event is InputEventMouseMotion:
neck.rotate_y(-event.relative.x * 0.01)
camera.rotate_x(-event.relative.y * 0.01)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-60), deg_to_rad(60))
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# 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("Left", "Right", "Forward", "Back")
var sprint := Input.is_action_pressed("Sprint")
var direction = (neck.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
var vx = direction.x * SPEED
var vz = direction.z * SPEED
if(sprint):
vx*=10
vz*=10
velocity.x = vx
velocity.z = vz
# GårHan?
if velocity.length() > 0.1 and is_on_floor() and !walking_sound.playing:
walking_sound.play()
# Stårstilla?
if velocity.length() < 0.1 or !is_on_floor():
walking_sound.stop()
move_and_slide()