Godot_Bouncy_Ball_Prototype/Player/player.gd

57 lines
1.6 KiB
GDScript

extends CharacterBody3D
const SPEED = 5.0
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)