extends KinematicBody #const GRAVITY = -24.8 const GRAVITY = -10 var vel = Vector3() const MAX_SPEED = 5 #const JUMP_SPEED = 18 const JUMP_SPEED = 6 #const ACCEL = 4.5 const ACCEL = 2 var dir = Vector3() const DEACCEL= 16 const MAX_SLOPE_ANGLE = 40 var camera var rotation_helper var MOUSE_SENSITIVITY = 0.05 func _ready(): camera = $Rotation_Helper/Camera rotation_helper = $Rotation_Helper Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _physics_process(delta): process_input(delta) process_movement(delta) func process_input(delta): # ---------------------------------- # Walking dir = Vector3() var cam_xform = camera.get_global_transform() var input_movement_vector = Vector2() if Input.is_action_pressed("move_forward"): input_movement_vector.y += 1 if Input.is_action_pressed("move_backward"): input_movement_vector.y -= 1 if Input.is_action_pressed("move_left"): input_movement_vector.x -= 1 if Input.is_action_pressed("move_right"): input_movement_vector.x += 1 input_movement_vector = input_movement_vector.normalized() # Basis vectors are already normalized. dir += -cam_xform.basis.z * input_movement_vector.y dir += cam_xform.basis.x * input_movement_vector.x # ---------------------------------- # ---------------------------------- # Jumping # if is_on_floor(): if Input.is_action_just_pressed("jump"): vel.y = JUMP_SPEED # ---------------------------------- # ---------------------------------- # Capturing/Freeing the cursor if Input.is_action_just_pressed("ui_cancel"): if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) else: Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) # ---------------------------------- func process_movement(delta): dir.y = 0 dir = dir.normalized() vel.y += delta * GRAVITY var hvel = vel hvel.y = 0 var target = dir target *= MAX_SPEED var accel if dir.dot(hvel) > 0: accel = ACCEL else: accel = DEACCEL hvel = hvel.linear_interpolate(target, accel * delta) vel.x = hvel.x vel.z = hvel.z vel = move_and_slide(vel, Vector3(0, 1, 0), 0.05, 4, deg2rad(MAX_SLOPE_ANGLE)) # emit signal - playerinfo_updated Events.emit_signal("player_transform_updated", $Rotation_Helper/Camera.get_global_translation(), $Rotation_Helper.global_rotation.y) func _input(event): if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: rotation_helper.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY)) self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1)) var camera_rot = rotation_helper.rotation_degrees camera_rot.x = clamp(camera_rot.x, -70, 70) rotation_helper.rotation_degrees = camera_rot