50 lines
1.3 KiB
GDScript
50 lines
1.3 KiB
GDScript
extends CharacterBody3D
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var remote_player = false
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const SPEED = 5.0
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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 _input(event):
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pass
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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("player_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("player_left", "player_right", "player_up", "player_down")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).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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var flick = Input.get_vector(
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"flick_left",
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"flick_right",
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"flick_up",
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"flick_down"
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)
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var flick_ang :float= 0
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if flick.length_squared() != 0:
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flick_ang = flick.angle()
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var flick_rot = Vector3(0,0,flick_ang)
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$Torso/LeftArm.rotation = flick_rot
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$Torso/RightArm.rotation = -flick_rot
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move_and_slide()
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