ile-de-test/assets/creatures/controller.gd

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extends CharacterBody3D
const speed_walk = 1.0
const speed_run = 4.0
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const JUMP_VELOCITY = 4.5
const lent = 0.05
var action_speed= false
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@onready var animation_player = $visuals/raference/AnimationPlayer
@onready var visuals = $visuals
@onready var perso = $visuals/raference
@export var fall_acceleration = 75
var angular_speed = PI
var target_velocity = Vector3.ZERO
var jump_force = 10
func _physics_process(delta):
var direction = Vector3.ZERO
var perso_y = perso.global_transform.basis.y
var perso_z = perso.global_transform.basis.z
if Input.is_action_pressed("ui_right"):
visuals.rotation -= perso_y * lent
if Input.is_action_pressed("ui_left"):
visuals.rotation += perso_y * lent
if Input.is_action_pressed("ui_down"):
direction -= perso_z
animation_player.play_backwards( "raference_march")
if Input.is_action_just_pressed("ui_change_speed"):
action_speed = !action_speed
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if Input.is_action_pressed("ui_up"):
if action_speed:
direction += perso_z * speed_run
animation_player.play( "raference_run")
else:
direction += perso_z
animation_player.play( "raference_march")
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if direction.x == 0 and direction.z == 0:
animation_player.play( "raference_idle")
if Input.is_action_pressed("ui_cancel"):
get_tree().quit()
#TODO
#if Input.is_action_just_pressed("ui_camera_reset"):
#if direction != Vector3.ZERO:
#direction = perso_z.normalized()
#visuals.look_at(direction, Vector3.UP)
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target_velocity.x = direction.x * speed_walk
target_velocity.z = direction.z * speed_walk
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if is_on_floor() and Input.is_action_just_pressed("ui_jump"):
target_velocity.y = jump_force
# Vertical Velocity
if not is_on_floor():
target_velocity.y = target_velocity.y - (fall_acceleration * delta)
velocity = target_velocity
move_and_slide()