|
class_name Player
|
|
extends CharacterBody3D
|
|
|
|
|
|
@export var jump_velocity: float = 4.5
|
|
@export var mouse_sensitivity_horizontal: float = 0.002
|
|
@export var mouse_sensitivity_vertical: float = 0.002
|
|
@export var walk_speed: float = 5.0
|
|
@export var run_speed: float = 7.5
|
|
|
|
@onready var camera: Camera3D = $Camera3D
|
|
@onready var ray_cast: RayCast3D = $RayCast3D
|
|
|
|
|
|
var is_running: bool = false
|
|
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
apply_gravity(delta)
|
|
handle_jump()
|
|
handle_running()
|
|
handle_movement()
|
|
|
|
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
|
|
|
|
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.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()
|
|
|
|
var speed: float = run_speed if is_running else walk_speed
|
|
|
|
if direction:
|
|
velocity.x = direction.x * speed
|
|
velocity.z = direction.z * speed
|
|
else:
|
|
velocity.x = move_toward(velocity.x, 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
|