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- extends CharacterBody3D
- const SPEED = 5.0
- const JUMP_VELOCITY = 4.5
- # Get the gravity from the project settings to be synced with RigidBody nodes.
- var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
- @onready var camera: Camera3D = $Camera3D
- func _ready() -> void:
- Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
- func _unhandled_input(event: InputEvent) -> void:
- if event is InputEventMouseMotion:
- rotate_y(-event.relative.x * .005)
- camera.rotate_x(-event.relative.y * .005)
- camera.rotation.x = clamp(camera.rotation.x, -PI/4, PI/4)
- if Input.is_action_just_pressed("ui_cancel"):
- get_tree().quit()
- func _physics_process(delta: float) -> void:
- # Add the gravity.
- if not is_on_floor():
- velocity.y -= 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("left", "right", "forward", "back")
- 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()
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