extends CharacterBody3D const SPEED = 50.0 const JUMP_VELOCITY = 4.5 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") func _ready(): Input.mouse_mode = Input.MOUSE_MODE_CAPTURED func _physics_process(delta): # Add the 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 handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down") var direction = ( transform.basis * $Camera/CameraBasis.transform.basis * Vector3(input_dir.x, 0, input_dir.y) ).normalized() 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) # Shooting the ball if Input.is_action_just_pressed("shoot"): $Camera/Shooter.shoot($Camera/Shooter.global_position, camera_direction, 10) _get_camera_direction() move_and_slide() func _input(event): if event is InputEventMouseMotion: $Camera.rotation.y -= event.relative.x * (1.0 / 1000) $Camera.rotation.x -= event.relative.y * (1.0 / 1000) $Camera.rotation.x = clamp($Camera.rotation.x, deg_to_rad(-90), deg_to_rad(90)) var camera_direction : Vector3 func _get_camera_direction(): camera_direction = $Camera.global_position.direction_to($Camera/CameraDirection.global_position)