player

PHOTO EMBED

Sat Mar 16 2024 03:29:40 GMT+0000 (Coordinated Universal Time)

Saved by @azariel #glsl

extends CharacterBody3D

var mouse_sense = 0.1 
const SPEED = 5.0
const JUMP_VELOCITY = 4.5

# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")


@onready var head = $head
@onready var camera = $head/Camera3D

func _ready():
	#hides the cursor
	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)


func _input(event):
	#get mouse input for camera rotation
	if event is InputEventMouseMotion:
		rotate_y(deg_to_rad(-event.relative.x * mouse_sense))
		head.rotate_x(deg_to_rad(-event.relative.y * mouse_sense))
		head.rotation.x = clamp(head.rotation.x, deg_to_rad(-89), deg_to_rad(89))


func _physics_process(delta):
	# Add the gravity.
	if not is_on_floor():
		velocity.y -= gravity * delta

	# Handle jump.
	if Input.is_action_just_pressed("ui_accept") and is_on_floor():
		velocity.y = JUMP_VELOCITY

	# Get the input direction and handle the movement/deceleration.
	# As good practice, you should replace UI actions with custom gameplay actions.
	var input_dir = Input.get_vector("left", "right", "up", "down")
	var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
	if direction:
		velocity.x = direction.x * SPEED
		velocity.z = direction.z * SPEED
	else:
		velocity.x = move_toward(velocity.x, 0, SPEED)
		velocity.z = move_toward(velocity.z, 0, SPEED)

	move_and_slide()
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