69 lines
2.1 KiB
GDScript
69 lines
2.1 KiB
GDScript
extends CharacterBody3D
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## Simple First-Person Player Controller
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##
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## Features:
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## - WASD Movement with acceleration/deceleration
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## - Gravity
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## - Mouse Look
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##
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## Note: Modify `MOUSE_SENSITIVITY` and `SPEED` to tune gameplay.
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# Configuration
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const SPEED = 5.0
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const SPRINT_SPEED = 8.0
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const JUMP_VELOCITY = 4.5
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const ACCELERATION = 10.0
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const FRICTION = 10.0
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const GRAVITY = 9.8
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const MOUSE_SENSITIVITY = 0.003
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# References
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@onready var camera = $Camera3D
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func _ready():
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# Capture mouse cursor for gameplay
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _unhandled_input(event):
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# Handle Mouse Look
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if event is InputEventMouseMotion:
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rotate_y(-event.relative.x * MOUSE_SENSITIVITY)
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camera.rotate_x(-event.relative.y * MOUSE_SENSITIVITY)
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# Clamp view to prevent flipping over
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camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(90))
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# Toggle Mouse Capture (Escape to exit)
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if event.is_action_pressed("ui_cancel"):
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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else:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _physics_process(delta):
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# Add Gravity
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if not is_on_floor():
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velocity.y -= GRAVITY * delta
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# Handle Jump
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get Input Direction (WASD / Arrows)
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# "ui_up", "ui_down", "ui_left", "ui_right" are default Godot actions
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var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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# Determine current speed (Sprint support optional)
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var current_speed = SPRINT_SPEED if Input.is_key_pressed(KEY_SHIFT) else SPEED
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# Apply Movement with Acceleration/Friction
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if direction:
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velocity.x = move_toward(velocity.x, direction.x * current_speed, ACCELERATION * delta)
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velocity.z = move_toward(velocity.z, direction.z * current_speed, ACCELERATION * delta)
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else:
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velocity.x = move_toward(velocity.x, 0, FRICTION * delta)
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velocity.z = move_toward(velocity.z, 0, FRICTION * delta)
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move_and_slide()
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