heliostat/src/player/player.gd
2024-07-22 16:45:54 -06:00

58 lines
2.1 KiB
GDScript

extends CharacterBody3D
const TARGET_FPS: float = 60.0
const BASE_SPEED: float = 5.0
const JUMP_FORCE: float = 4.5
const FRICTION: float = 0.3
const AIR_DRAG: float = 0.03
const INPUT_SENSITIVITY: float = 0.7
const TURN_SENSITIVITY: float = 0.04
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var camera_root: Node3D = $CameraRoot
@onready var mesh: Node3D = $Mesh
@onready var animation_tree: AnimationTree = $Mesh/Mech/AnimationTree
func _physics_process(delta: float) -> void:
var delta_factor: float = delta * TARGET_FPS
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
elif animation_tree["parameters/anim_state/current_state"] == "air":
animation_tree["parameters/jump_state/transition_request"] = "end"
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_FORCE
animation_tree["parameters/jump_state/transition_request"] = "in_air"
animation_tree["parameters/anim_state/transition_request"] = "air"
# Get the input direction and handle the movement/deceleration.
var input_dir: Vector2 = Input.get_vector("left", "right", "forward", "backward")
if input_dir:
var movement: Vector3 = (
(camera_root.global_transform.basis * Vector3(input_dir.x, 0, input_dir.y) * -1)
. normalized()
)
velocity.x = lerpf(velocity.x, movement.x * BASE_SPEED, delta_factor * INPUT_SENSITIVITY)
velocity.z = lerpf(velocity.z, movement.z * BASE_SPEED, delta_factor * INPUT_SENSITIVITY)
if is_on_floor():
mesh.rotation.y = lerp_angle(
mesh.rotation.y, camera_root.rotation.y, delta_factor * TURN_SENSITIVITY
)
animation_tree["parameters/move_state/transition_request"] = "walk"
animation_tree["parameters/walk_space/blend_position"] = input_dir
else:
animation_tree["parameters/move_state/transition_request"] = "idle"
var drag: float = FRICTION if is_on_floor() else AIR_DRAG
velocity.x = lerpf(velocity.x, 0.0, delta_factor * drag)
velocity.z = lerpf(velocity.z, 0.0, delta_factor * drag)
move_and_slide()