* 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
78 lines
2.5 KiB
GDScript
78 lines
2.5 KiB
GDScript
extends CharacterBody3D
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const JUMP_SPEED: float = 5
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const MOUSE_SENSITIVITY: float = 0.002
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const CROUCH_MOVE_SPEED: float = 3
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const BASE_MOVE_SPEED: float = 5
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const SPRINT_MOVE_SPEED: float = 8
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const BASE_HEIGHT: float = 2.0
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const CROUCH_HEIGHT: float = 1.0
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enum MovementMode {
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Crouching,
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Sprinting,
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Walking,
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}
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var current_movement := MovementMode.Walking
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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var move_speed: float = BASE_MOVE_SPEED
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@onready var body_collision_shape: CollisionShape3D = $BodyCollisionShape
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@onready var fps_camera: Camera3D = $FPSCamera
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@onready var head_collision_shape: CollisionShape3D \
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= $HeadCollider/HeadCollisionShape
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@onready var head_collider: Area3D = $HeadCollider
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func _ready() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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head_collision_shape.set_deferred("disabled", true)
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func _process(delta: float) -> void:
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if Input.is_action_just_pressed("pause"):
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if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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else:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _physics_process(delta: float) -> void:
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velocity.y += -gravity * delta
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var input = Input.get_vector("strafe_left", "strafe_right",
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"move_forward", "move_backward")
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if Input.is_action_pressed("sprint") \
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and current_movement != MovementMode.Crouching:
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move_speed = SPRINT_MOVE_SPEED
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current_movement = MovementMode.Sprinting
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elif Input.is_action_pressed("crouch") \
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and current_movement != MovementMode.Sprinting:
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move_speed = CROUCH_MOVE_SPEED
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current_movement = MovementMode.Crouching
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else:
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move_speed = BASE_MOVE_SPEED
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current_movement = MovementMode.Walking
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if current_movement == MovementMode.Crouching:
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body_collision_shape.shape.height = CROUCH_HEIGHT
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head_collision_shape.set_deferred("disabled", false)
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elif not head_collider.has_overlapping_bodies():
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body_collision_shape.shape.height = BASE_HEIGHT
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head_collision_shape.set_deferred("disabled", true)
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var movement_dir := transform.basis * Vector3(input.x, 0, input.y)
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velocity.x = movement_dir.x * move_speed
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velocity.z = movement_dir.z * move_speed
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move_and_slide()
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if is_on_floor() and Input.is_action_just_pressed("jump"):
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velocity.y = JUMP_SPEED
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseMotion \
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and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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rotate_y(-event.relative.x * MOUSE_SENSITIVITY)
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fps_camera.rotate_x(-event.relative.y * MOUSE_SENSITIVITY)
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fps_camera.rotation.x = clampf(fps_camera.rotation.x,
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-deg_to_rad(70), deg_to_rad(70))
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