first examples

This commit is contained in:
Luca 2024-12-19 14:04:09 +01:00
parent a01a7a7acc
commit 2219e943da
33 changed files with 785 additions and 6 deletions

52
entities/viewer/viewer.gd Normal file
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extends CharacterBody3D
@export var rotation_speed: float = 0.002
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _input(event: InputEvent) -> void:
if Input.is_action_pressed("ui_cancel"):
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
if event is InputEventMouseButton and event.button_index == 1 and event.is_pressed():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if event is InputEventMouseMotion:
handle_motion(event)
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# 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("left", "right", "front", "back")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
func handle_motion(event: InputEventMouseMotion) -> void:
if not Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
return
$Camera3D.rotation.x -= event.relative.y * rotation_speed
$Camera3D.rotation.x = clamp($Camera3D.rotation.x, deg_to_rad(-89), deg_to_rad(89))
rotation.y -= event.relative.x * rotation_speed