batrix/scripts/player.gd
2025-02-17 20:59:03 +10:00

69 lines
1.6 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:
_process_respawning()
func _physics_process(delta: float) -> void:
if not is_multiplayer_authority():
return
_lateral_movement(delta)
_vertical_movement(delta)
move_and_slide()
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 := (
(transform.basis * 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