59 lines
1.7 KiB
GDScript
59 lines
1.7 KiB
GDScript
extends CharacterBody3D
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const SPEED = 10.0
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const JUMP_VELOCITY = 5
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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@onready var neck := $Neck
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@onready var camera := $Neck/Camera3D
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@onready var walking_sound = $AudiostreamPlayer3DSTEP
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseButton:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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elif event.is_action_pressed("ui_cancel"):
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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if event is InputEventMouseMotion:
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neck.rotate_y(-event.relative.x * 0.01)
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camera.rotate_x(-event.relative.y * 0.01)
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camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-60), deg_to_rad(60))
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func _physics_process(delta: float) -> void:
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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 sprint := Input.is_action_pressed("Sprint")
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var direction = (neck.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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var vx = direction.x * SPEED
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var vz = direction.z * SPEED
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if(sprint):
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vx*=10
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vz*=10
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velocity.x = vx
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velocity.z = vz
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# GårHan?
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if velocity.length() > 0.1 and is_on_floor() and !walking_sound.playing:
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walking_sound.play()
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# Stårstilla?
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if velocity.length() < 0.1 or !is_on_floor():
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walking_sound.stop()
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move_and_slide()
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