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Adding a run option

pull/1/head
Ryan Reed 1 month ago
parent
commit
7701b48c19
2 changed files with 26 additions and 1 deletions
  1. +5
    -0
      project.godot
  2. +21
    -1
      scenes/player/player.gd

+ 5
- 0
project.godot View File

@ -93,6 +93,11 @@ right_click_interact={
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":2,"position":Vector2(71, 28),"global_position":Vector2(80, 74),"factor":1.0,"button_index":2,"canceled":false,"pressed":true,"double_click":false,"script":null) "events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":2,"position":Vector2(71, 28),"global_position":Vector2(80, 74),"factor":1.0,"button_index":2,"canceled":false,"pressed":true,"double_click":false,"script":null)
] ]
} }
run={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[layer_names] [layer_names]


+ 21
- 1
scenes/player/player.gd View File

@ -5,15 +5,20 @@ extends CharacterBody3D
@export var jump_velocity: float = 4.5 @export var jump_velocity: float = 4.5
@export var mouse_sensitivity_horizontal: float = 0.002 @export var mouse_sensitivity_horizontal: float = 0.002
@export var mouse_sensitivity_vertical: float = 0.002 @export var mouse_sensitivity_vertical: float = 0.002
@export var speed: float = 5.0
@export var walk_speed: float = 5.0
@export var run_speed: float = 7.5
@onready var camera: Camera3D = $Camera3D @onready var camera: Camera3D = $Camera3D
@onready var ray_cast: RayCast3D = $RayCast3D @onready var ray_cast: RayCast3D = $RayCast3D
var is_running: bool = false
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
apply_gravity(delta) apply_gravity(delta)
handle_jump() handle_jump()
handle_running()
handle_movement() handle_movement()
move_and_slide() move_and_slide()
@ -41,9 +46,24 @@ func handle_mouse_look(event: InputEvent) -> void:
func handle_movement() -> void: func handle_movement() -> void:
var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forward", "move_backward") var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
var speed: float = run_speed if is_running else walk_speed
if direction: if direction:
velocity.x = direction.x * speed velocity.x = direction.x * speed
velocity.z = direction.z * speed velocity.z = direction.z * speed
else: else:
velocity.x = move_toward(velocity.x, 0, speed) velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed) velocity.z = move_toward(velocity.z, 0, speed)
## Determine if should be running. This needs to run prior to handle_movement().
## Running is disabled when:[br]
## 1. The `run` input is pressed (ie toggled)[br]
## 2. Is no longer moving
func handle_running() -> void:
if Input.is_action_just_pressed("run") and not is_running:
is_running = true
elif Input.is_action_just_pressed("run") and is_running:
is_running = false
if velocity == Vector3.ZERO:
is_running = false

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