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