Files
splunk/splunk/player/player.gd

61 lines
2.0 KiB
GDScript

extends CharacterBody3D
@export var speed = 5.0
@export var jump_velocity = 4.5
@export var mouse_sensitivity = 0.002
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var camera_node: Camera3D
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
camera_node = $Camera3D # Assuming Camera3D is a direct child
$Label3D.text = SteamManager.steam_username
func _physics_process(delta):
# Apply gravity
if not is_on_floor():
velocity.y -= gravity * delta
# Handle Jump
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
# Get the input direction and apply movement
var input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if is_on_floor():
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)
else:
# Air control
velocity.x = lerp(velocity.x, direction.x * speed, delta * 5.0)
velocity.z = lerp(velocity.z, direction.z * speed, delta * 5.0)
move_and_slide()
func _input(event):
if event is InputEventMouseMotion:
# Rotate the CharacterBody3D around the Y-axis for horizontal look
rotate_y(-event.relative.x * mouse_sensitivity)
# Rotate the Camera3D around its local X-axis for vertical look
var change = -event.relative.y * mouse_sensitivity
var new_x_rotation = camera_node.rotation.x + change
camera_node.rotation.x = clamp(new_x_rotation, deg_to_rad(-90), deg_to_rad(90))
if event.is_action_pressed("ui_cancel"): # Typically Escape key
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
if event.is_action_pressed("toggle_watch"):
$"CanvasLayer/Multiplayer-debug-ui".visible = !$"CanvasLayer/Multiplayer-debug-ui".visible