extends KinematicBody ###################-VARIABLES-#################### # Camera export var mouse_sensitivity := 10.0 export var head_path: NodePath export var cam_path: NodePath export var FOV := 80.0 var mouse_axis := Vector2() onready var head: Spatial = get_node(head_path) onready var cam: Camera = get_node(cam_path) # Move var velocity := Vector3() var direction := Vector3() var move_axis := Vector2() var can_sprint := true var sprinting := false # Walk const FLOOR_NORMAL := Vector3(0, 1, 0) export var gravity := 30.0 export var walk_speed := 10 export var sprint_speed := 16 export var acceleration := 8 export var deacceleration := 10 export(float, 0.0, 1.0, 0.05) var air_control := 0.3 export var jump_height := 10 # Fly export var fly_speed := 20 export var fly_accel := 2 var flying := true # Slopes export var floor_max_angle := 45.0 var mouse_press = false var capture_mouse = false ################################################## # Called when the node enters the scene tree func _ready() -> void: cam.fov = FOV # Called every frame. 'delta' is the elapsed time since the previous frame func _process(_delta: float) -> void: move_axis.x = Input.get_action_strength("move_forward") - Input.get_action_strength("move_backward") move_axis.y = Input.get_action_strength("move_right") - Input.get_action_strength("move_left") camera_rotation() # Called every physics tick. 'delta' is constant func _physics_process(delta: float) -> void: if flying: fly(delta) else: walk(delta) # Called when there is an input event func _input(event: InputEvent) -> void: if event is InputEventMouseMotion: mouse_axis = event.relative if event is InputEventMouseButton and capture_mouse: if event.is_pressed(): mouse_press = true print("mouse_press = true") Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) else: mouse_press = false print("mouse_press = false") Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) func walk(delta: float) -> void: # Input direction = Vector3() var aim: Basis = get_global_transform().basis if move_axis.x >= 0.5: direction -= aim.z if move_axis.x <= -0.5: direction += aim.z if move_axis.y <= -0.5: direction -= aim.x if move_axis.y >= 0.5: direction += aim.x direction.y = 0 direction = direction.normalized() # Jump var _snap: Vector3 if is_on_floor(): _snap = Vector3(0, -1, 0) if Input.is_action_just_pressed("move_jump"): _snap = Vector3(0, 0, 0) velocity.y = jump_height # Apply Gravity velocity.y -= gravity * delta # Sprint var _speed: int if (Input.is_action_pressed("move_sprint") and can_sprint and move_axis.x == 1): _speed = sprint_speed cam.set_fov(lerp(cam.fov, FOV * 1.2, delta * 8)) sprinting = true else: _speed = walk_speed cam.set_fov(lerp(cam.fov, FOV, delta * 8)) sprinting = false # Acceleration and Deacceleration # where would the player go var _temp_vel: Vector3 = velocity _temp_vel.y = 0 var _target: Vector3 = direction * _speed var _temp_accel: float if direction.dot(_temp_vel) > 0: _temp_accel = acceleration else: _temp_accel = deacceleration if not is_on_floor(): _temp_accel *= air_control # interpolation _temp_vel = _temp_vel.linear_interpolate(_target, _temp_accel * delta) velocity.x = _temp_vel.x velocity.z = _temp_vel.z # clamping (to stop on slopes) if direction.dot(velocity) == 0: var _vel_clamp := 0.25 if velocity.x < _vel_clamp and velocity.x > -_vel_clamp: velocity.x = 0 if velocity.z < _vel_clamp and velocity.z > -_vel_clamp: velocity.z = 0 # Move velocity.y = move_and_slide_with_snap(velocity, _snap, FLOOR_NORMAL, true, 4, deg2rad(floor_max_angle)).y func fly(delta: float) -> void: # Input direction = Vector3() var aim = head.get_global_transform().basis if move_axis.x == 1: direction -= aim.z if move_axis.x == -1: direction += aim.z if move_axis.y == -1: direction -= aim.x if move_axis.y == 1: direction += aim.x direction = direction.normalized() # Acceleration and Deacceleration var target: Vector3 = direction * fly_speed velocity = velocity.linear_interpolate(target, fly_accel * delta) # Move velocity = move_and_slide(velocity) func camera_rotation() -> void: if not (mouse_press and capture_mouse): return if mouse_axis.length() > 0: var _smoothness := 80 # Get mouse delta var horizontal: float = -(mouse_axis.x * mouse_sensitivity) / _smoothness var vertical: float = -(mouse_axis.y * mouse_sensitivity) / _smoothness mouse_axis = Vector2() rotate_y(deg2rad(horizontal)) head.rotate_x(deg2rad(vertical)) # Clamp mouse rotation var temp_rot: Vector3 = head.rotation_degrees temp_rot.x = clamp(temp_rot.x, -90, 90) head.rotation_degrees = temp_rot