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@ -2,8 +2,13 @@ class_name Player |
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extends CharacterBody3D |
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@export var speed: float = 5.0 |
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@export var jump_velocity: float = 4.5 |
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@export var mouse_sensitivity_horizontal: float = 0.003 |
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@export var mouse_sensitivity_vertical: float = 0.003 |
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@export var speed: float = 5.0 |
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@onready var camera: Camera3D = $Camera3D |
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func _physics_process(delta: float) -> void: |
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@ -13,6 +18,10 @@ func _physics_process(delta: float) -> void: |
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move_and_slide() |
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func _unhandled_input(event: InputEvent) -> void: |
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if event is InputEventMouseMotion: |
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handle_mouse_movement(event) |
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func apply_gravity(delta: float) -> void: |
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if is_on_floor(): return |
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@ -22,6 +31,11 @@ func handle_jump() -> void: |
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if not Input.is_action_just_pressed("jump") or not is_on_floor(): return |
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velocity.y = jump_velocity |
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func handle_mouse_movement(event: InputEvent) -> void: |
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rotation.y = rotation.y - event.relative.x * mouse_sensitivity_horizontal |
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camera.rotation.x = camera.rotation.x - event.relative.y * mouse_sensitivity_vertical |
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camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(90)) |
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func handle_movement() -> void: |
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var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forward", "move_backward") |
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var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() |
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