class_name Player extends CharacterBody3D @export var camera_acceleration: float = 10.0 ## The acceleration used when lerping the camera position when crouching and standing @export var crouch_height: float = 0.8 ## This should be where the head/camera would be located @export var jump_count: int = 1 ## Number of jumps, reset when on the floor @export var gravity: float = 9.8 @export var mouse_sensitivity: Vector2 = Vector2(0.1, 0.3) ## Horizontal and vertical mouse sensitivity @export var standing_height: float = 1.8 ## This should be where the head/camera would be located @export var throw_velocity: float = 10.0 @export_group("Movement") @export var acceleration: float = 10.0 @export var crouch_speed: float = 3.0 @export var jump_velocity: float = 4.5 @export var sprint_speed: float = 8.0 @export var sprint_toggle: bool = false ## Enables toggle sprint instead of hold. When enabled, sprinting will also be disabled when velocity is zero @export var walk_speed: float = 5.0 @onready var camera: Camera3D = $Head/Camera3D @onready var block_mesh: BlockMesh = $Head/Camera3D/BlockMesh @onready var head: Node3D = $Head @onready var collision_shape_standing: CollisionShape3D = $CollisionShapeStanding @onready var collision_shape_crouching: CollisionShape3D = $CollisionShapeCrouching @onready var ray_cast_crouch: RayCast3D = $RayCastCrouch var current_height: float = 0.0 var current_jump_count: int = 0 var current_speed: float = walk_speed var direction: Vector3 = Vector3.ZERO var is_crouching: bool = false var is_sprinting: bool = false func _input(event: InputEvent) -> void: if event is InputEventMouseMotion: _handle_mouse_movement(event.relative) elif event.is_action_pressed("throw_item"): # TODO: Move to state? EntityManager.drop_block.emit(InventoryManager.quick_slot_item_id, head.global_position, -head.global_basis.z, throw_velocity) func _physics_process(delta: float) -> void: is_crouching = Input.is_action_pressed("crouch") or ray_cast_crouch.is_colliding() _set_is_sprinting() _apply_gravity(delta) _handle_jumping() _set_current_speed() _set_direction(delta) _handle_movement(delta) _handle_crouching(delta) move_and_slide() func _ready() -> void: GameSettingsManager.graphics_fov_changed.connect(_on_graphics_fov_changed) GameSettingsManager.game_options_held_block_ui_changed.connect(_on_game_options_held_block_ui_changed) InventoryManager.quick_slot_item_changed.connect(_on_quick_slot_item_changed) SignalManager.resume_game.connect(_on_resume_game) SignalManager.open_pause_menu.connect(_on_open_pause_menu) SignalManager.hide_ui.connect(_on_hide_ui) SignalManager.show_ui.connect(_on_show_ui) _update_held_block_mesh(InventoryManager.quick_slot_item_id) func _apply_gravity(delta: float) -> void: if is_on_floor(): return velocity.y -= gravity * delta ## Toggle the crouching and standing collision shapes[br] ## Set the head height to the crouching or standing height func _handle_crouching(delta: float) -> void: collision_shape_crouching.disabled = !is_crouching collision_shape_standing.disabled = is_crouching current_height = crouch_height if is_crouching else standing_height head.position.y = lerp(head.position.y, current_height, camera_acceleration * delta) func _handle_jumping() -> void: if is_on_floor(): current_jump_count = 0 if not is_on_floor() and current_jump_count >= jump_count: return elif Input.is_action_just_pressed("jump"): current_jump_count += 1 velocity.y = jump_velocity ## Rotate the player and head to follow mouse movement func _handle_mouse_movement(mouse_position: Vector2) -> void: rotate_y(deg_to_rad(-mouse_position.x * mouse_sensitivity.x)) # Rotate player horizontally head.rotate_x(deg_to_rad(-mouse_position.y * mouse_sensitivity.y)) # Rotate head vertically head.rotation.x = clamp(head.rotation.x, deg_to_rad(-90), deg_to_rad(90)) func _handle_movement(delta: float) -> void: if direction: velocity.x = direction.x * current_speed velocity.z = direction.z * current_speed else: velocity.x = move_toward(velocity.x, 0, current_speed * delta) velocity.z = move_toward(velocity.z, 0, current_speed * delta) func _set_current_speed() -> void: if !is_on_floor(): return # Keep speed in air if is_crouching: current_speed = crouch_speed elif is_sprinting: current_speed = sprint_speed else: current_speed = walk_speed func _set_direction(delta: float) -> void: var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forward", "move_backward") direction = lerp( direction, (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized(), acceleration * delta ) func _set_is_sprinting() -> void: if is_crouching: is_sprinting = false elif sprint_toggle: if Input.is_action_just_pressed("run") and not is_sprinting: is_sprinting = true # Toggled sprint on elif Input.is_action_just_pressed("run") and is_sprinting: is_sprinting = false # Toggled sprint off elif velocity == Vector3.ZERO: is_sprinting = false else: is_sprinting = Input.is_action_pressed("run") func _update_held_block_mesh(item_id: String) -> void: block_mesh.visible = GameSettingsManager.settings.game_options.enable_held_block if GameSettingsManager.settings.game_options.enable_held_block: block_mesh.apply_material(DBItems.data[item_id].material_texture) func _on_game_options_held_block_ui_changed(toggled: bool) -> void: block_mesh.visible = toggled func _on_graphics_fov_changed(fov: int) -> void: camera.fov = fov func _on_quick_slot_item_changed(item_id: String) -> void: _update_held_block_mesh(item_id) func _on_open_pause_menu() -> void: block_mesh.visible = false func _on_resume_game() -> void: block_mesh.visible = GameSettingsManager.settings.game_options.enable_held_block func _on_hide_ui() -> void: block_mesh.visible = false func _on_show_ui() -> void: block_mesh.visible = true and GameSettingsManager.settings.game_options.enable_held_block