Files
project-torches/Player.gd
2024-07-01 20:28:17 +02:00

55 lines
1.5 KiB
GDScript

extends CharacterBody3D
@export var speed = 10.0
@export var lateral_speed = 4.0
@export var turn_speed = 2
@export var jump_impulse = 20
@export var fall_acceleration = 50
@onready var playback : AnimationNodeStateMachinePlayback = $Rogue_Hooded/AnimationTree.get("parameters/playback")
@onready var anim : AnimationPlayer = $Rogue_Hooded/AnimationPlayer
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready():
playback.travel("Idle")
#anim.play("Idle")
func _physics_process(delta):
if not is_on_floor():
velocity.y -= fall_acceleration * delta
get_input(delta)
move_and_slide()
func _process(delta):
if not is_on_floor():
playback.travel("Jump_Full_Short")
#anim.play("Jump_Full_Short")
else:
if velocity != Vector3.ZERO:
playback.travel("Walking_B")
#anim.play("Walking_B")
else:
playback.travel("Idle")
#anim.play("Idle")
func get_input(delta):
var vy = velocity.y
velocity = Vector3.ZERO
var move_z = Input.get_axis("move_forward", "move_back")
var move_x = Input.get_axis("move_left", "move_right")
var turn = Input.get_axis("spin_right", "spin_left")
velocity += -transform.basis.z * move_z * speed
velocity += -transform.basis.x * move_x * speed
rotate_y(turn_speed * turn * delta)
velocity.y = vy
if is_on_floor() and Input.is_action_just_pressed("jump"):
velocity.y = jump_impulse
func align_with_y(xform, new_y):
xform.basis.y = new_y
xform.basis.x = -xform.basis.z.cross(new_y)
xform.basis = xform.basis.orthonormalized()
return xform