godot-third-person-basic-scene/player/player.gd

114 lines
3.5 KiB
GDScript

extends CharacterBody3D
const SPEED = 5.0
const JUMP_FORCE = 4.5
# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var starting_point = Vector2(DisplayServer.window_get_size().x / 2, DisplayServer.window_get_size().y / 2)
var camera_rotate_y = 0.0
var camera_rotate_x = 0.0
var player_rotate_y = 0.0
var speed_rotate_1sec = PI
var max_angle = PI / 2
const TWO_PI = 2.0 * PI
const PI_2 = PI / 2.0
func _init():
pass
func _ready():
# Place the mouse at the center of the screen
get_viewport().warp_mouse(starting_point)
func _input(event):
# If right mouse button is pressed and mouse moves, pan horizontally camera
# and rotate vertically
if Input.is_action_just_pressed ( "ui_strafe" ):
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
elif Input.is_action_just_released ( "ui_strafe" ):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if Input.is_mouse_button_pressed( 2 ):
if event is InputEventMouseMotion:
camera_rotate_y -= event.relative.x *0.01
if camera_rotate_y >= PI:
camera_rotate_y -= TWO_PI
elif camera_rotate_y <= -PI:
camera_rotate_y += TWO_PI
$camera_root/horizontal_root.rotate_y( -event.relative.x *0.01 )
var new_camera_rotate_x = camera_rotate_x + event.relative.y * 0.01
if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
$camera_root/horizontal_root/vertical_root.rotate_x( event.relative.y * 0.01 )
camera_rotate_x = new_camera_rotate_x
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
motion_velocity.y -= gravity * delta
# Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
motion_velocity.y = JUMP_FORCE
if not Input.is_action_pressed( "ui_strafe" ):
var y = 0
if Input.is_action_pressed("ui_right"):
y -= 1
if Input.is_action_pressed("ui_left"):
y += 1
if y != 0:
var dt = y * delta * speed_rotate_1sec
camera_rotate_y += dt
if camera_rotate_y >= PI:
camera_rotate_y -= TWO_PI
elif camera_rotate_y <= -PI:
camera_rotate_y += TWO_PI
$camera_root/horizontal_root.rotate_y( dt )
# 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("ui_strafe_right", "ui_strafe_left", "ui_down", "ui_up")
if Input.is_action_pressed("ui_strafe"):
input_dir = Input.get_vector("ui_right", "ui_left", "ui_down", "ui_up")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
motion_velocity.x = direction.x * SPEED
motion_velocity.z = direction.z * SPEED
else:
motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED)
motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED)
move_and_slide()
func _process( delta ):
var diff = camera_rotate_y - player_rotate_y
if diff > PI:
diff = camera_rotate_y - player_rotate_y - TWO_PI
elif diff < -PI:
diff = camera_rotate_y - player_rotate_y + TWO_PI
var absdiff = diff
if absdiff < 0.0:
absdiff = -absdiff
if absdiff <= 0.5 * delta:
rotate_y( diff )
$camera_root/horizontal_root.rotate_y( -diff )
# $Mesh/character.rotate_y( diff )
player_rotate_y = camera_rotate_y
else:
if diff >= 0.0:
diff = delta * speed_rotate_1sec
else:
diff = -delta * speed_rotate_1sec
rotate_y( diff )
$camera_root/horizontal_root.rotate_y( -diff )
#$Mesh/character.rotate_y( diff )
player_rotate_y += diff