class_name Player extends CharacterBody3D @export_range(1, 35, 1) var speed: float = 10 # m/s @export_range(10, 400, 1) var acceleration: float = 100 # m/s^2 @export_range(0.1, 3.0, 0.1) var jump_height: float = 1 # m @export_range(0.1, 3.0, 0.1, "or_greater") var camera_sens: float = 1 var jumping: bool = false var mouse_captured: bool = false var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") var move_dir: Vector2 # Input direction for movement var look_dir: Vector2 # Input direction for look/aim var walk_vel: Vector3 # Walking velocity var grav_vel: Vector3 # Gravity velocity var jump_vel: Vector3 # Jumping velocity @onready var camera: Camera3D = $Camera func _ready() -> void: capture_mouse() func _unhandled_input(event: InputEvent) -> void: if event is InputEventMouseMotion: look_dir = event.relative * 0.001 if mouse_captured: _rotate_camera() if Input.is_action_just_pressed(&"exit"): get_tree().quit() func _physics_process(delta: float) -> void: if Input.is_action_just_pressed(&"jump"): jumping = true if mouse_captured: _handle_joypad_camera_rotation(delta) velocity = _walk(delta) + _gravity(delta) + _jump(delta) move_and_slide() func capture_mouse() -> void: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) mouse_captured = true func release_mouse() -> void: Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) mouse_captured = false func _rotate_camera(sens_mod: float = 1.0) -> void: camera.rotation.y -= look_dir.x * camera_sens * sens_mod camera.rotation.x = clamp(camera.rotation.x - look_dir.y * camera_sens * sens_mod, -1.5, 1.5) func _handle_joypad_camera_rotation(delta: float, sens_mod: float = 1.0) -> void: var joypad_dir: Vector2 = Input.get_vector(&"look_left", &"look_right", &"look_up", &"look_down") if joypad_dir.length() > 0: look_dir += joypad_dir * delta _rotate_camera(sens_mod) look_dir = Vector2.ZERO func _walk(delta: float) -> Vector3: move_dir = Input.get_vector(&"move_left", &"move_right", &"move_forward", &"move_backwards") var _forward: Vector3 = camera.global_transform.basis * Vector3(move_dir.x, 0, move_dir.y) var walk_dir: Vector3 = Vector3(_forward.x, 0, _forward.z).normalized() walk_vel = walk_vel.move_toward(walk_dir * speed * move_dir.length(), acceleration * delta) return walk_vel func _gravity(delta: float) -> Vector3: grav_vel = Vector3.ZERO if is_on_floor() else grav_vel.move_toward(Vector3(0, velocity.y - gravity, 0), gravity * delta) return grav_vel func _jump(delta: float) -> Vector3: if jumping: if is_on_floor(): jump_vel = Vector3(0, sqrt(4 * jump_height * gravity), 0) jumping = false return jump_vel jump_vel = Vector3.ZERO if is_on_floor() or is_on_ceiling_only() else jump_vel.move_toward(Vector3.ZERO, gravity * delta) return jump_vel