batrix/scripts/player.gd

79 lines
2.0 KiB
GDScript

class_name Player
extends CharacterBody3D
const MOVE_SPEED: float = 10
const MOVE_ACCELERATION: float = 100
const MOVE_DECELERATION: float = 50
const FALL_SPEED: float = 20
const FALL_ACCELERATION: float = 25
@export var _respawn_height: float = -5
var _respawn_point: Vector3
func _ready() -> void:
_respawn_point = global_position
Referencer.player = self
func _process(_delta: float) -> void:
_mouse_turning()
_process_respawning()
func _physics_process(delta: float) -> void:
if not is_multiplayer_authority():
return
_mouse_turning()
_lateral_movement(delta)
_vertical_movement(delta)
move_and_slide()
func _mouse_turning() -> void:
var mouse_pos := get_viewport().get_mouse_position()
var camera := Referencer.main_camera
var from := camera.project_ray_origin(mouse_pos)
var direction := camera.project_ray_normal(mouse_pos)
var plane := Plane(Vector3.UP, global_position)
var intersection: Variant = plane.intersects_ray(from, direction)
if not intersection:
return
look_at(intersection as Vector3, Vector3.UP, true)
func _process_respawning() -> void:
if global_position.y < _respawn_height:
global_position = _respawn_point
velocity = Vector3.ZERO
func _lateral_movement(delta: float) -> void:
var input_dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
var has_input := input_dir.length() > 0
if has_input:
var direction := Vector3(input_dir.x, 0, input_dir.y).normalized()
var new_velocity := (direction * MOVE_SPEED).rotated(
Vector3.UP, Referencer.main_camera.rotation.y
)
new_velocity.y = velocity.y
velocity = velocity.move_toward(new_velocity, MOVE_ACCELERATION * delta)
else:
var new_velocity := Vector3.ZERO
new_velocity.y = velocity.y
velocity = velocity.move_toward(new_velocity, MOVE_DECELERATION * delta)
func _vertical_movement(delta: float) -> void:
if not is_on_floor():
var new_velocity := velocity
new_velocity.y = -FALL_SPEED
velocity = velocity.move_toward(new_velocity, FALL_ACCELERATION * delta)
else:
velocity.y = 0