monsterfangen/scripts/player.gd

64 lines
1.8 KiB
GDScript

extends CharacterBody3D
@onready var animated_mesh = $GobotSkin
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
func _ready() -> void:
pass
func _process(delta: float) -> void:
#$CameraRoot.rotation.y += 0.005
pass
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()