generated from krampus/template-godot4
58 lines
2.1 KiB
GDScript
58 lines
2.1 KiB
GDScript
extends CharacterBody3D
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const TARGET_FPS: float = 60.0
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const BASE_SPEED: float = 5.0
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const JUMP_FORCE: float = 4.5
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const FRICTION: float = 0.3
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const AIR_DRAG: float = 0.03
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const INPUT_SENSITIVITY: float = 0.7
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const TURN_SENSITIVITY: float = 0.04
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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@onready var camera_root: Node3D = $CameraRoot
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@onready var mesh: Node3D = $Mesh
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@onready var animation_tree: AnimationTree = $Mesh/Mech/AnimationTree
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func _physics_process(delta: float) -> void:
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var delta_factor: float = delta * TARGET_FPS
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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elif animation_tree["parameters/anim_state/current_state"] == "air":
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animation_tree["parameters/jump_state/transition_request"] = "end"
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# Handle jump.
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_FORCE
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animation_tree["parameters/jump_state/transition_request"] = "in_air"
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animation_tree["parameters/anim_state/transition_request"] = "air"
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# Get the input direction and handle the movement/deceleration.
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var input_dir: Vector2 = Input.get_vector("left", "right", "forward", "backward")
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if input_dir:
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var movement: Vector3 = (
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(camera_root.global_transform.basis * Vector3(input_dir.x, 0, input_dir.y) * -1)
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. normalized()
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)
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velocity.x = lerpf(velocity.x, movement.x * BASE_SPEED, delta_factor * INPUT_SENSITIVITY)
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velocity.z = lerpf(velocity.z, movement.z * BASE_SPEED, delta_factor * INPUT_SENSITIVITY)
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if is_on_floor():
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mesh.rotation.y = lerp_angle(
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mesh.rotation.y, camera_root.rotation.y, delta_factor * TURN_SENSITIVITY
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)
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animation_tree["parameters/move_state/transition_request"] = "walk"
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animation_tree["parameters/walk_space/blend_position"] = input_dir
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else:
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animation_tree["parameters/move_state/transition_request"] = "idle"
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var drag: float = FRICTION if is_on_floor() else AIR_DRAG
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velocity.x = lerpf(velocity.x, 0.0, delta_factor * drag)
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velocity.z = lerpf(velocity.z, 0.0, delta_factor * drag)
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move_and_slide()
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