A Minecraft style clone in Godot
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class_name Player
extends CharacterBody3D
@export var acceleration: float = 10.0
@export var crouch_speed: float = 3.0
@export var jump_velocity: float = 4.5
@export var crouch_height: float = 0.95 ## Camera and RayCast height
@export var mouse_sensitivity_horizontal: float = 0.002
@export var mouse_sensitivity_vertical: float = 0.002
@export var standing_height: float = 1.8 ## Camera and RayCast height
@export var walk_speed: float = 5.0
@export var run_speed: float = 8
@onready var camera: Camera3D = $Camera
@onready var collision_shape_standing: CollisionShape3D = $CollisionShapeStanding
@onready var collision_shape_crouching: CollisionShape3D = $CollisionShapeCrouching
@onready var ray_cast_look: RayCast3D = $RayCastLook
@onready var ray_cast_crouch: RayCast3D = $RayCastCrouch
var current_speed: float = 0
var is_crouching: bool = false
var is_running: bool = false
func _physics_process(delta: float) -> void:
is_crouching = Input.is_action_pressed("crouch")
apply_gravity(delta)
handle_jump()
handle_running()
handle_movement()
handle_crouching(delta)
move_and_slide()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
handle_mouse_look(event)
func apply_gravity(delta: float) -> void:
if is_on_floor(): return
velocity += get_gravity() * delta
## It's not generally recommended to modify the shape/size of a collision shape during runtime.
## For this reason, we have 2 collision shapes, with 1 disabled at all times
## along with the changing the height of the camera (using lerp for smoother movement)
func handle_crouching(delta: float) -> void:
if is_crouching:
collision_shape_crouching.disabled = false
collision_shape_standing.disabled = true
camera.transform.origin.y = lerp(camera.transform.origin.y, crouch_height, acceleration * delta)
ray_cast_look.transform.origin.y = crouch_height
elif !ray_cast_crouch.is_colliding():
collision_shape_crouching.disabled = true
collision_shape_standing.disabled = false
camera.transform.origin.y = lerp(camera.transform.origin.y, standing_height, acceleration * delta)
ray_cast_look.transform.origin.y = standing_height
else:
pass # Continue crouching until nothing overhead
func handle_jump() -> void:
if not Input.is_action_just_pressed("jump"): return
if not is_on_floor(): return
velocity.y = jump_velocity
func handle_mouse_look(event: InputEvent) -> void:
rotation.y = rotation.y - event.relative.x * mouse_sensitivity_horizontal
camera.rotation.x = camera.rotation.x - event.relative.y * mouse_sensitivity_vertical
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(90))
ray_cast_look.rotation.x = camera.rotation.x
func handle_movement() -> void:
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()
set_movement_speed()
if direction:
velocity.x = direction.x * current_speed
velocity.z = direction.z * current_speed
else:
velocity.x = move_toward(velocity.x, 0, current_speed)
velocity.z = move_toward(velocity.z, 0, current_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
func set_movement_speed() -> void:
if is_crouching:
current_speed = crouch_speed
elif is_running:
current_speed = run_speed
else:
current_speed = walk_speed