diff --git a/scenes/main.tscn b/scenes/main.tscn index 2991950..d442603 100644 --- a/scenes/main.tscn +++ b/scenes/main.tscn @@ -71,3 +71,5 @@ transform = Transform3D(0.994703, -0.00611287, -0.102607, 0.101106, 0.238088, 0. shadow_enabled = true [node name="player" parent="." instance=ExtResource("1_1hi18")] +JumpVelocity = 5.5 +gravity = 14.0 diff --git a/src/player.cs b/src/player.cs index 5ec09d0..6a0fddd 100644 --- a/src/player.cs +++ b/src/player.cs @@ -1,12 +1,12 @@ using Godot; using System; -using System.Diagnostics; public partial class player : CharacterBody3D { + public float gotDelta; public const float Speed = 5.0f; - public const float JumpVelocity = 4.5f; - public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle(); + [Export] float JumpVelocity = 5.5f; + [Export] float gravity = 14f; [Export (PropertyHint.Range, "0.1,1.0")] float mouseSensitivity = 0.3f; [Export (PropertyHint.Range, "-90,0,1")] float minCamPitch = -90f; [Export (PropertyHint.Range, "0,90,1")] float maxCamPitch = 90f; @@ -14,31 +14,21 @@ public partial class player : CharacterBody3D public Camera3D camera; public Vector3 camPosition; public Vector3 playerResetPosition; + public Vector3 direction; //TODO: Add camera max rotation on ground (Preventing turning camera to upside down) + //TODO: rotate player "model" better in walking direction public override void _Ready() { cameraCenter = GetNode("camera_center"); camera = GetNode("camera_center/spring_arm/camera"); - mouseSensitivity = mouseSensitivity * 0.005f; - Input.MouseMode = Input.MouseModeEnum.Captured; + mouseSensitivity = mouseSensitivity / 2; + Input.MouseMode = Input.MouseModeEnum.Captured; } public override void _Process(double delta) { + gotDelta = (float)delta; if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible; if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;//just uncapture to also disable player and camera movement - if (Input.IsActionJustPressed("move_forward") || Input.IsActionJustPressed("move_forward") && Input.MouseMode == Input.MouseModeEnum.Captured) - { - /*TODO: make this for all movement input not just forward - and model should still walk sideways and to the camera then. - - Would work with just using all inputs - but model doesnt rotate how it should*/ - playerResetPosition = Rotation; - camPosition = cameraCenter.Rotation; - playerResetPosition.y = camPosition.y * -1f; - Rotation -= playerResetPosition; - cameraCenter.Rotation = new Vector3 (camPosition.x,0,0); - } } public override void _PhysicsProcess(double delta) { @@ -51,17 +41,24 @@ public partial class player : CharacterBody3D velocity.y = JumpVelocity; Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward"); - Vector3 direction = (Transform.basis * new Vector3(inputDir.x, 0, inputDir.y)).Normalized(); + direction = (Transform.basis * new Vector3(inputDir.x, 0, inputDir.y)).Normalized(); if (direction != Vector3.Zero) { velocity.x = direction.x * Speed; velocity.z = direction.z * Speed; - } + + //checks for movement and adjusts the character direction with camera roatation + playerResetPosition = Rotation; + camPosition = cameraCenter.Rotation; + playerResetPosition.y = camPosition.y * -1f; + Rotation -= playerResetPosition; + cameraCenter.Rotation = new Vector3(camPosition.x, 0, 0); + } else { velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed); velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed); - } + } if(Input.MouseMode == Input.MouseModeEnum.Captured) { Velocity = velocity; @@ -73,12 +70,12 @@ public partial class player : CharacterBody3D if(@event is InputEventMouseMotion motionEvent && Input.MouseMode == Input.MouseModeEnum.Captured) { Vector3 generalRot = Rotation; - if (Input.IsActionPressed("move_forward")) generalRot.y -= motionEvent.Relative.x * mouseSensitivity; + if (direction != Vector3.Zero) generalRot.y -= motionEvent.Relative.x * mouseSensitivity * (float)gotDelta; ; Rotation = generalRot; generalRot = cameraCenter.Rotation; - if (!Input.IsActionPressed("move_forward")) generalRot.y -= motionEvent.Relative.x * mouseSensitivity; - generalRot.x -= motionEvent.Relative.y * mouseSensitivity; - generalRot.x = Mathf.Clamp(generalRot.x, minCamPitch, maxCamPitch); + if (direction == Vector3.Zero) generalRot.y -= motionEvent.Relative.x * mouseSensitivity * (float)gotDelta; ; + generalRot.x -= motionEvent.Relative.y * mouseSensitivity * (float)gotDelta; ; + generalRot.x = Mathf.Clamp(generalRot.x, minCamPitch, maxCamPitch * (float)gotDelta); cameraCenter.Rotation = generalRot; generalRot = cameraCenter.Rotation; }