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- class_name player extends CharacterBody3D
- const SPEED = 5.0
- const JUMP_VELOCITY = 4.5
- static var mouse_locked: bool = true :
- set(val):
- if (val == true):
- Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
- else:
- Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
- mouse_locked = val
- get:
- return mouse_locked
- @export var cam: Camera3D
- @export var invertY: bool
- @export var isGreenRuneInabled: bool
- func _ready() -> void:
- Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
- func _physics_process(delta: float) -> void:
- # Add the gravity.
- if not is_on_floor():
- velocity += get_gravity() * delta
- # Handle jump.
- if Input.is_action_just_pressed("ui_accept") and is_on_floor():
- velocity.y = JUMP_VELOCITY
- # Get the input direction and handle the movement/deceleration.
- # As good practice, you should replace UI actions with custom gameplay actions.
- var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
- var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
- if direction:
- velocity.x = direction.x * SPEED
- velocity.z = direction.z * SPEED
- else:
- velocity.x = move_toward(velocity.x, 0, SPEED)
- velocity.z = move_toward(velocity.z, 0, SPEED)
- move_and_slide()
- func _input(event: InputEvent) -> void:
- if event is InputEventMouseMotion:
- if mouse_locked:
- cam.rotate_x(-event.relative.y*0.003)
- cam.rotation_degrees.x = clampf(cam.rotation_degrees.x, -90.0, 90.0)
- var inverted = 1
- if invertY:
- inverted = -1
- rotate_y((inverted*event.relative.x)*0.003)
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