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67 lines
2.2 KiB
GDScript
67 lines
2.2 KiB
GDScript
extends CharacterBody3D
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const SPEED = 30.0
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const JUMP_VELOCITY = 14.5
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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@export var event_disabled:bool = true
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# How fast the player moves in meters per second.
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@export var speed = 14
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# The downward acceleration when in the air, in meters per second squared.
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@export var fall_acceleration = 75
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var target_velocity = Vector3.ZERO
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var direction = Vector3.FORWARD
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var h_sensitivity:float = 0.1
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var v_sensitivity:float = 0.1
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var camrot_h:float = 0.0
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var camrot_v:float = 0.0
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var h_acceleration:float = 10.0
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var v_acceleration:float = 10.0
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var input_view_camera_move_player_follow_mouse:bool = false
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func _input(event):
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if event_disabled:
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return
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if event is InputEventMouseButton:
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if Input.is_action_pressed("ui_rotate_player"):
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input_view_camera_move_player_follow_mouse = true
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else:
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input_view_camera_move_player_follow_mouse = false
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if event is InputEventMouseMotion and input_view_camera_move_player_follow_mouse:
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camrot_h += -event.relative.x * h_sensitivity
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camrot_v += -event.relative.y * v_sensitivity
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func _physics_process(delta:float):
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if event_disabled:
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return
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var h_rot:float = $h.global_transform.basis.get_euler().y
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle Jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down").rotated(-h_rot)
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direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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$h.rotation_degrees.y = lerp($h.rotation_degrees.y, camrot_h, delta * h_acceleration)
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$h/v.rotation_degrees.x = lerp($h/v.rotation_degrees.x, camrot_v, delta * v_acceleration)
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move_and_slide()
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func set_enable_event(state:bool):
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event_disabled = ! state
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