Create Player Controller (#4)
* add player scene * add some logic to control player velocity * add debug scene and reset main scene * add sun and env to debug scene; fix normalization of movement * add kenney WIP assets for debug * fix movement further and add jump * add mouse camera control * add sprinting * add crouching * use constants for height * try to improve crouching by checking to see if there is a collision above before un-crouching * update README about line width * move test cube in front of playercontroller
This commit is contained in:
77
Player/player_controller.gd
Normal file
77
Player/player_controller.gd
Normal file
@@ -0,0 +1,77 @@
|
||||
extends CharacterBody3D
|
||||
|
||||
const JUMP_SPEED: float = 5
|
||||
const MOUSE_SENSITIVITY: float = 0.002
|
||||
const CROUCH_MOVE_SPEED: float = 3
|
||||
const BASE_MOVE_SPEED: float = 5
|
||||
const SPRINT_MOVE_SPEED: float = 8
|
||||
const BASE_HEIGHT: float = 2.0
|
||||
const CROUCH_HEIGHT: float = 1.0
|
||||
|
||||
enum MovementMode {
|
||||
Crouching,
|
||||
Sprinting,
|
||||
Walking,
|
||||
}
|
||||
|
||||
var current_movement := MovementMode.Walking
|
||||
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
|
||||
var move_speed: float = BASE_MOVE_SPEED
|
||||
|
||||
@onready var body_collision_shape: CollisionShape3D = $BodyCollisionShape
|
||||
@onready var fps_camera: Camera3D = $FPSCamera
|
||||
@onready var head_collision_shape: CollisionShape3D \
|
||||
= $HeadCollider/HeadCollisionShape
|
||||
@onready var head_collider: Area3D = $HeadCollider
|
||||
|
||||
func _ready() -> void:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||
head_collision_shape.set_deferred("disabled", true)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if Input.is_action_just_pressed("pause"):
|
||||
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
else:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
velocity.y += -gravity * delta
|
||||
|
||||
var input = Input.get_vector("strafe_left", "strafe_right",
|
||||
"move_forward", "move_backward")
|
||||
|
||||
if Input.is_action_pressed("sprint") \
|
||||
and current_movement != MovementMode.Crouching:
|
||||
move_speed = SPRINT_MOVE_SPEED
|
||||
current_movement = MovementMode.Sprinting
|
||||
elif Input.is_action_pressed("crouch") \
|
||||
and current_movement != MovementMode.Sprinting:
|
||||
move_speed = CROUCH_MOVE_SPEED
|
||||
current_movement = MovementMode.Crouching
|
||||
else:
|
||||
move_speed = BASE_MOVE_SPEED
|
||||
current_movement = MovementMode.Walking
|
||||
|
||||
if current_movement == MovementMode.Crouching:
|
||||
body_collision_shape.shape.height = CROUCH_HEIGHT
|
||||
head_collision_shape.set_deferred("disabled", false)
|
||||
elif not head_collider.has_overlapping_bodies():
|
||||
body_collision_shape.shape.height = BASE_HEIGHT
|
||||
head_collision_shape.set_deferred("disabled", true)
|
||||
|
||||
var movement_dir := transform.basis * Vector3(input.x, 0, input.y)
|
||||
velocity.x = movement_dir.x * move_speed
|
||||
velocity.z = movement_dir.z * move_speed
|
||||
|
||||
move_and_slide()
|
||||
if is_on_floor() and Input.is_action_just_pressed("jump"):
|
||||
velocity.y = JUMP_SPEED
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseMotion \
|
||||
and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
rotate_y(-event.relative.x * MOUSE_SENSITIVITY)
|
||||
fps_camera.rotate_x(-event.relative.y * MOUSE_SENSITIVITY)
|
||||
fps_camera.rotation.x = clampf(fps_camera.rotation.x,
|
||||
-deg_to_rad(70), deg_to_rad(70))
|
||||
Reference in New Issue
Block a user