52 lines
1.3 KiB
GDScript
52 lines
1.3 KiB
GDScript
extends CharacterBody3D
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@onready var animated_mesh = $GobotSkin
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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func _ready() -> void:
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pass
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func _physics_process(delta: float) -> void:
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animated_mesh.idle()
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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animated_mesh.fall()
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept"):
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print("jump")
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animated_mesh.run()
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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if input_dir.length() > 0 and is_on_floor():
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animated_mesh.run()
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if input_dir.length() > 0 and not is_on_floor():
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animated_mesh.fall()
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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# Move character to the direction
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if direction.length() != 0:
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$GobotSkin.rotation.y = atan2(direction.x,direction.z)
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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if velocity.length() < 0.01:
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animated_mesh.idle()
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