GodotDemo/PlayerMovement.gd
2023-11-05 17:45:37 +01:00

38 lines
1.2 KiB
GDScript

extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
const MOUSE_SENSITIVITY = 0.1
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var camera_rotation = Vector2()
func _input(event):
if event is InputEventMouseMotion:
camera_rotation -= event.relative * MOUSE_SENSITIVITY
func _physics_process(delta):
# 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 direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
# Rotate the character's camera based on mouse input.
$Camera3D.rotation_degrees.y = camera_rotation.x
$Camera3D.rotation_degrees.x = clamp(camera_rotation.y, -90, 90)