generated from krampus/template-godot4
55 lines
1.3 KiB
GDScript3
55 lines
1.3 KiB
GDScript3
|
class_name Player extends CharacterBody3D
|
||
|
|
||
|
const RUN_SPEED := 80.0
|
||
|
const SPRINT_SPEED := 160.0
|
||
|
const AIR_SPEED := 30.0
|
||
|
const JUMP_FORCE := 4.5
|
||
|
const GROUND_FRICTION := 0.3
|
||
|
const AIR_FRICTION := 0.03
|
||
|
|
||
|
var gravity: Vector3 = (
|
||
|
ProjectSettings.get_setting("physics/3d/default_gravity")
|
||
|
* ProjectSettings.get_setting("physics/3d/default_gravity_vector")
|
||
|
)
|
||
|
|
||
|
@onready var camera_pivot: Node3D = %CameraPivot
|
||
|
|
||
|
|
||
|
func get_speed() -> float:
|
||
|
if is_on_floor():
|
||
|
if Input.is_action_pressed("sprint"):
|
||
|
return SPRINT_SPEED
|
||
|
return RUN_SPEED
|
||
|
return AIR_SPEED
|
||
|
|
||
|
|
||
|
func get_friction() -> float:
|
||
|
if is_on_floor():
|
||
|
return GROUND_FRICTION
|
||
|
return AIR_FRICTION
|
||
|
|
||
|
|
||
|
func _physics_process(delta: float) -> void:
|
||
|
# Gravity
|
||
|
if not is_on_floor():
|
||
|
velocity += gravity * delta
|
||
|
|
||
|
# Input movement
|
||
|
var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
|
||
|
var direction := (
|
||
|
(camera_pivot.global_basis * Vector3(input_dir.x, 0, input_dir.y) * Vector3(1, 0, 1))
|
||
|
. normalized()
|
||
|
)
|
||
|
var movement := direction * get_speed() * delta
|
||
|
velocity.x += movement.x
|
||
|
velocity.z += movement.z
|
||
|
if Input.is_action_just_pressed("jump") and is_on_floor():
|
||
|
velocity.y = JUMP_FORCE
|
||
|
|
||
|
# Friction
|
||
|
var friction := get_friction()
|
||
|
velocity.x = lerpf(velocity.x, 0, friction)
|
||
|
velocity.z = lerpf(velocity.z, 0, friction)
|
||
|
|
||
|
move_and_slide()
|