104 lines
2.9 KiB
GDScript
104 lines
2.9 KiB
GDScript
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 enable_gravity = true
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@onready var _camera: Camera3D
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@onready var _player_visual: Node3D = %PlayerVisual
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity: float = 9.8
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var movement_enabled: bool = true
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var _physics_body_trans_last: Transform3D
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var _physics_body_trans_current: Transform3D
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const KEY_STRINGNAME: StringName = "Key"
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const ACTION_STRINGNAME: StringName = "Action"
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const INPUT_MOVE_UP_STRINGNAME: StringName = "move_up"
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const INPUT_MOVE_DOWM_STRINGNAME: StringName = "move_down"
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const INPUT_MOVE_LEFT_STRINGNAME: StringName = "move_left"
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const INPUT_MOVE_RIGHT_STRINGNAME: StringName = "move_right"
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var InputMovementDic: Dictionary = {
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INPUT_MOVE_UP_STRINGNAME: {
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KEY_STRINGNAME: KEY_W,
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ACTION_STRINGNAME: INPUT_MOVE_UP_STRINGNAME
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},
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INPUT_MOVE_DOWM_STRINGNAME: {
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KEY_STRINGNAME: KEY_S,
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ACTION_STRINGNAME: INPUT_MOVE_DOWM_STRINGNAME
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},
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INPUT_MOVE_LEFT_STRINGNAME: {
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KEY_STRINGNAME: KEY_A,
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ACTION_STRINGNAME: INPUT_MOVE_LEFT_STRINGNAME
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},
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INPUT_MOVE_RIGHT_STRINGNAME: {
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KEY_STRINGNAME: KEY_D,
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ACTION_STRINGNAME: INPUT_MOVE_RIGHT_STRINGNAME
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},
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}
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func _ready() -> void:
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for input in InputMovementDic:
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var key_val = InputMovementDic[input].get(KEY_STRINGNAME)
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var action_val = InputMovementDic[input].get(ACTION_STRINGNAME)
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_camera = owner.get_node("%MainCamera3D")
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var movement_input = InputEventKey.new()
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movement_input.physical_keycode = key_val
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InputMap.add_action(action_val)
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InputMap.action_add_event(action_val, movement_input)
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_player_visual.top_level = true
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func _physics_process(delta: float) -> void:
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_physics_body_trans_last = _physics_body_trans_current
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_physics_body_trans_current = global_transform
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# Add the gravity.
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if enable_gravity and not is_on_floor():
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velocity.y -= gravity * delta
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if not movement_enabled: return
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir: Vector2 = Input.get_vector(
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INPUT_MOVE_LEFT_STRINGNAME,
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INPUT_MOVE_RIGHT_STRINGNAME,
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INPUT_MOVE_UP_STRINGNAME,
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INPUT_MOVE_DOWM_STRINGNAME
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)
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var cam_dir: Vector3 = -_camera.global_transform.basis.z
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var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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var move_dir: Vector3 = Vector3.ZERO
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move_dir.x = direction.x
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move_dir.z = direction.z
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move_dir = move_dir.rotated(Vector3.UP, _camera.rotation.y).normalized()
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velocity.x = move_dir.x * SPEED
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velocity.z = move_dir.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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func _process(_delta: float) -> void:
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_player_visual.global_transform = _physics_body_trans_last.interpolate_with(
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_physics_body_trans_current,
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Engine.get_physics_interpolation_fraction()
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)
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