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()