Files
project-thought-experiment/scripts/player.gd

60 lines
1.8 KiB
GDScript

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 = $GravityGun/SubViewportContainer/SubViewport/Node3D/Camera3D
var camera_senitivity: float = 0.5
func _ready() -> void:
capture()
camera.make_current()
$Camera3D/DDOF.show() # Würde den spieler im editor unsichtbar machen
func _physics_process(delta: float) -> void:
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
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
else:
velocity.x = move_toward(velocity.x, 0, SPEED * delta * 50)
velocity.z = move_toward(velocity.z, 0, SPEED * delta * 50)
move_and_slide()
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, -30, 80)
if event.is_action_pressed("pause"):
capture(false)
if event.is_action_pressed("mouse_capture"):
capture()
func _notification(what: int) -> void:
if what == NOTIFICATION_APPLICATION_FOCUS_OUT:
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