57 lines
1.5 KiB
GDScript
57 lines
1.5 KiB
GDScript
extends CharacterBody3D
|
|
|
|
@export var speed = 14 # m/s
|
|
@export var fall_acceleration = 75 # m/s^2
|
|
@export var jump_impulse = 20 # m/s
|
|
@export var bounce_impulse = 16 # m/s
|
|
|
|
var target_velocity = Vector3.ZERO
|
|
|
|
func _physics_process(delta):
|
|
# By default, we are not moving
|
|
var direction = Vector3.ZERO
|
|
|
|
# Check inputs
|
|
if Input.is_action_pressed("move_right"):
|
|
direction.x += 1
|
|
if Input.is_action_pressed("move_left"):
|
|
direction.x -= 1
|
|
if Input.is_action_pressed("move_back"):
|
|
direction.z += 1
|
|
if Input.is_action_pressed("move_forward"):
|
|
direction.z -= 1
|
|
|
|
# If in movement, normalize direction and change looking_at
|
|
if direction != Vector3.ZERO:
|
|
direction = direction.normalized()
|
|
$Pivot.basis = Basis.looking_at(direction)
|
|
|
|
# Ground velocity
|
|
target_velocity.x = direction.x * speed
|
|
target_velocity.z = direction.z * speed
|
|
|
|
# Vertical velocity
|
|
if not is_on_floor():
|
|
target_velocity.y = target_velocity.y - (fall_acceleration * delta)
|
|
|
|
# Jumping
|
|
if is_on_floor() and Input.is_action_just_pressed("jump"):
|
|
target_velocity.y = jump_impulse
|
|
|
|
for index in range(get_slide_collision_count()):
|
|
var collision = get_slide_collision(index)
|
|
|
|
if collision.get_collider() == null:
|
|
continue
|
|
|
|
if collision.get_collider().is_in_group("mob"):
|
|
var mob = collision.get_collider()
|
|
if Vector3.UP.dot(collision.get_normal()) > 0.1:
|
|
mob.squash()
|
|
target_velocity.y = bounce_impulse
|
|
break
|
|
|
|
# Move the character
|
|
velocity = target_velocity
|
|
move_and_slide()
|