extends CharacterBody3D @onready var animated_mesh = $GobotSkin const SPEED = 5.0 const JUMP_VELOCITY = 4.5 func _physics_process(delta: float) -> void: animated_mesh.idle() # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta animated_mesh.fall() # Handle jump. if Input.is_action_just_pressed("ui_accept"): print("jump") animated_mesh.run() if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY # Camera rotation var camera_input_dir := Input.get_vector("joystick_right_left", "joystick_right_right", "joystick_right_left", "joystick_right_right") $CameraRoot.rotation.y += camera_input_dir.x * 0.2 # 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("ui_left", "ui_right", "ui_up", "ui_down") if input_dir.length() > 0 and is_on_floor(): animated_mesh.run() if input_dir.length() > 0 and not is_on_floor(): animated_mesh.fall() var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() # Rotate the direction with the camera, so that the cameras forward direction # is the joysticks and the players forward direction direction = direction.rotated(Vector3.UP, $CameraRoot.rotation.y) # Move character to the direction if direction.length() != 0: $GobotSkin.rotation.y = atan2(direction.x,direction.z) 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() if velocity.length() < 0.01: animated_mesh.idle() # what happens when a battle starts? # the player is positioned (mostly elsewhere than where he currently stands) # ui changes # music changes func start_battle(player_position: Vector3) -> void: position = Vector3(player_position.x, position.y, player_position.z) print("düdelüdelüdelüdelü") print("start battle")