extends CharacterBody3D class_name Player const SPEED = 5.0 const JUMP_VELOCITY = 4.5 var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") @onready var camera: Camera3D = $Camera3D @onready var gun_cam: Camera3D = $GravityGunLayer/SubViewportContainer/SubViewport/Node3D/Camera3D var camera_senitivity: float = 0.5 @onready var raycast: RayCast3D = $Camera3D/RayCast3D @onready var goal: Node3D = $Camera3D/SpringArm3D/GravityGunGoal @onready var spring_arm: SpringArm3D = $Camera3D/SpringArm3D @onready var sound_effect: SoundEffect = $FootSteps var step_sound_toggle: bool @onready var step_timer: Timer = $FootStepTimer func _ready() -> void: if get_tree().current_scene is MainMenu: queue_free() capture() camera.make_current() $Camera3D/DDOF.show() # Würde den spieler im editor unsichtbar machen WindowManager.pause_menu.continued.connect(capture) func _physics_process(delta: float) -> void: if position.y < -33: $GameOver.show() Input.mouse_mode = Input.MOUSE_MODE_VISIBLE get_tree().paused = true gun_cam.transform = camera.transform if not is_on_floor(): velocity.y -= gravity * delta if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = JUMP_VELOCITY sound_effect.play_key("jump") var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_backward") var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED * delta * 50 velocity.z = direction.z * SPEED * delta * 50 if step_timer.is_stopped() && is_on_floor(): sound_effect.play_key("step1") step_timer.start() elif !is_on_floor(): step_timer.stop() else: velocity.x = move_toward(velocity.x, 0, SPEED * delta * 50) velocity.z = move_toward(velocity.z, 0, SPEED * delta * 50) step_timer.stop() move_and_slide() # Pushing other objects for col_idx in get_slide_collision_count(): var col := get_slide_collision(col_idx) if col.get_collider() is RigidBody3D: col.get_collider().apply_central_impulse(-col.get_normal() * 0.3) col.get_collider().apply_impulse(-col.get_normal() * 0.01, col.get_position()) func _input(event: InputEvent) -> void: if event is InputEventMouseMotion && Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: rotate_y(-event.relative.x * camera_senitivity * 0.0025) camera.rotate_x(-event.relative.y * camera_senitivity * 0.0015) camera.rotation_degrees.x = clamp(camera.rotation_degrees.x, -50, 80) if event.is_action_pressed("pause"): capture(false) func capture(value: bool = true) -> void: if value: Input.mouse_mode = Input.MOUSE_MODE_CAPTURED else: Input.mouse_mode = Input.MOUSE_MODE_VISIBLE func _on_foot_step_timer_timeout() -> void: step_sound_toggle = !step_sound_toggle if step_sound_toggle: sound_effect.play_key("step1") else: sound_effect.play_key("step2")