extends CharacterBody3D ## Simple First-Person Player Controller ## ## Features: ## - WASD Movement with acceleration/deceleration ## - Gravity ## - Mouse Look ## ## Note: Modify `MOUSE_SENSITIVITY` and `SPEED` to tune gameplay. # Configuration const SPEED = 5.0 const SPRINT_SPEED = 8.0 const JUMP_VELOCITY = 4.5 const ACCELERATION = 10.0 const FRICTION = 10.0 const GRAVITY = 9.8 const MOUSE_SENSITIVITY = 0.003 # References @onready var camera = $Camera3D func _ready(): # Capture mouse cursor for gameplay Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _unhandled_input(event): # Handle Mouse Look if event is InputEventMouseMotion: rotate_y(-event.relative.x * MOUSE_SENSITIVITY) camera.rotate_x(-event.relative.y * MOUSE_SENSITIVITY) # Clamp view to prevent flipping over camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(90)) # Toggle Mouse Capture (Escape to exit) if event.is_action_pressed("ui_cancel"): if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) else: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _physics_process(delta): # Add 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 Input Direction (WASD / Arrows) # "ui_up", "ui_down", "ui_left", "ui_right" are default Godot actions var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() # Determine current speed (Sprint support optional) var current_speed = SPRINT_SPEED if Input.is_key_pressed(KEY_SHIFT) else SPEED # Apply Movement with Acceleration/Friction if direction: velocity.x = move_toward(velocity.x, direction.x * current_speed, ACCELERATION * delta) velocity.z = move_toward(velocity.z, direction.z * current_speed, ACCELERATION * delta) else: velocity.x = move_toward(velocity.x, 0, FRICTION * delta) velocity.z = move_toward(velocity.z, 0, FRICTION * delta) move_and_slide()