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liblast/Game/Classes/Player.gd

95 lines
2.5 KiB
GDScript

extends KinematicBody3D
@export var mouse_sensitivity := 0.35
@export var move_speed := 15
@onready var head = $Head
@onready var ground_check = $GroundCheck
var move_direction := Vector3.ZERO
var accel_h := 12
var accel_air := 1
var accel_ground := 12
var gravity := 28
var jump := 14
var vel_h := Vector3.ZERO
var movement := Vector3.ZERO
var gravity_vec := Vector3.ZERO
var ground_contact := false
var slide := Vector3.ZERO
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func aim(event) -> void:
var mouse_motion = event as InputEventMouseMotion
if mouse_motion:
rotation_degrees.y -= mouse_motion.relative.x * mouse_sensitivity
var current_tilt: float = head.rotation_degrees.x
current_tilt -= mouse_motion.relative.y * mouse_sensitivity
head.rotation_degrees.x = clamp(current_tilt, -90, 90)
func _input(event) -> void:
if Input.is_action_just_pressed("ui_cancel"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
aim(event)
func _physics_process(delta):
move_direction = Vector3.ZERO
if ground_check.is_colliding():
ground_contact = true
else:
ground_contact = false
if not is_on_floor():
gravity_vec += Vector3.DOWN * gravity * delta
accel_h = accel_air
print("AIR")
elif is_on_floor() and ground_contact:
accel_h = accel_ground
print("FLOOR")
gravity_vec = -get_floor_normal() * gravity
else:
print("OTHER")
accel_h = accel_ground
#gravity_vec = -get_floor_normal()
gravity_vec = Vector3.DOWN * gravity * delta
if Input.is_action_just_pressed("move_jump") and (is_on_floor() or ground_contact):
gravity_vec = Vector3.UP * jump
if Input.is_action_pressed("move_forward"):
move_direction -= transform.basis.z
if Input.is_action_pressed("move_backward"):
move_direction += transform.basis.z
if Input.is_action_pressed("move_left"):
move_direction -= transform.basis.x
if Input.is_action_pressed("move_right"):
move_direction += transform.basis.x
if move_direction.length() > 0: # normalized() will return a null
move_direction = move_direction.normalized()
vel_h = vel_h.lerp(move_direction * move_speed, accel_h * delta)
movement.z = vel_h.z + gravity_vec.z
movement.x = vel_h.x + gravity_vec.x
movement.y = gravity_vec.y
slide = move_and_slide(movement, Vector3.UP, )
if not is_on_floor():
vel_h.x = slide.x
vel_h.z = slide.z
gravity_vec.y = slide.y