extends CharacterBody3D @export var walk_acceleration: float @export var walk_speed: float @export var stopping_rate: float @export var gravity: float @export var jump_force: float @export var level_path: Path3D var velocity_2d: Vector2 = Vector2.ZERO func _physics_process(delta: float) -> void: # snap player horizontally to path var path_offset = level_path.curve.get_closest_offset(level_path.to_local(global_position)) var path_trans = level_path.curve.sample_baked_with_rotation(path_offset, true) global_position.x = path_trans.origin.x global_position.z = path_trans.origin.z global_transform.basis.x = -path_trans.basis.x global_transform.basis.z = -path_trans.basis.z # horizontal movement var input_dir = signf(Input.get_axis(&"walk_left", &"walk_right")) velocity_2d.x += input_dir * walk_acceleration * delta if input_dir == 0.0: velocity_2d.x = move_toward(velocity_2d.x, 0.0, stopping_rate * delta) velocity_2d.x = clampf(velocity_2d.x, -walk_speed, walk_speed) # vertical movement velocity_2d.y -= gravity * delta if is_on_floor() and Input.is_action_just_pressed(&"jump"): velocity_2d.y = jump_force # translate 2d movement to 3d velocity.x = global_transform.basis.z.x * velocity_2d.x velocity.y = velocity_2d.y velocity.z = global_transform.basis.z.z * velocity_2d.x # apply movement and translate 3d velocity back to 2d move_and_slide() var h_vel = (velocity * Vector3(1.0, 0.0, 1.0)) velocity_2d.x = h_vel.length() * signf(global_transform.basis.z.dot(h_vel)) velocity_2d.y = velocity.y