2023-09-03 14:32:48 +00:00
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extends CharacterBody3D
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2023-09-05 00:28:09 +00:00
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const SPEED = 50.0
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2023-09-03 14:32:48 +00:00
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const JUMP_VELOCITY = 4.5
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready():
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _physics_process(delta):
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle Jump.
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if Input.is_action_just_pressed("jump") 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("move_left", "move_right", "move_up", "move_down")
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var direction = (
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transform.basis *
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$Camera/CameraBasis.transform.basis *
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Vector3(input_dir.x, 0, input_dir.y)
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).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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# Shooting the ball
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if Input.is_action_just_pressed("shoot"):
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$Camera/Shooter.shoot($Camera/Shooter.global_position, camera_direction, 10)
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_get_camera_direction()
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move_and_slide()
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func _input(event):
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if event is InputEventMouseMotion:
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$Camera.rotation.y -= event.relative.x * (1.0 / 1000)
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$Camera.rotation.x -= event.relative.y * (1.0 / 1000)
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$Camera.rotation.x = clamp($Camera.rotation.x, deg_to_rad(-90), deg_to_rad(90))
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var camera_direction : Vector3
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func _get_camera_direction():
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camera_direction = $Camera.global_position.direction_to($Camera/CameraDirection.global_position)
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