# --------------------------------------------------------------------- # This script is supposed to handle character movement logic # --------------------------------------------------------------------- class_name Player extends CharacterBody3D @export_category("Player") @export_range(1, 35, 1) var speed: float = 11 # m/s @export_range(10, 400, 1) var acceleration: float = 90 # 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 @onready var upper_torso: CSGSphere3D = $UpperTorso @onready var upper_torso_default_position: Vector3 = upper_torso.position @export var ANIMATION_PLAYER : AnimationPlayer @onready var body: Node3D = $RealBody 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 var is_crouch: bool = false @onready var camera: Node3D = $UpperTorso @onready var character: Node3D = $"." 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("jump"): jumping = true if Input.is_action_just_pressed("exit"): get_tree().quit() if Input.is_action_just_pressed("shot"): $UpperTorso/ViewModelCamera.shot() if Input.is_action_just_pressed("reload"): $Body/UpperTorso/CameraMount/Camera.reload() if Input.is_action_just_pressed("crouch"): crouch() if Input.is_action_just_released("crouch"): uncrouch() func _physics_process(delta: float) -> void: 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: character.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() #_crouch(delta) var cur_speed: float if is_crouch: cur_speed = speed / 3 #upper_torso.position.y -= 10 else: cur_speed = speed if Input.is_action_pressed("silent_walk"): walk_vel = walk_vel.move_toward(walk_dir * (cur_speed / 1.5) * move_dir.length(), (acceleration / 1.5) * delta) else: walk_vel = walk_vel.move_toward(walk_dir * cur_speed * move_dir.length(), acceleration * delta) var body := $character return walk_vel func crouch(): ANIMATION_PLAYER.play("Crouch", -1, 7.0) is_crouch = true func uncrouch(): ANIMATION_PLAYER.play("Crouch", -1, -7.0) is_crouch = false 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() else jump_vel.move_toward(Vector3.ZERO, gravity * delta) return jump_vel