extends KinematicBody var dir = Vector3() const GRAVITY = -24.8 var vel = Vector3() const MAX_SPEED = 20 const ACCEL= 4.5 const FLY_SPEED = 7 const DEACCEL= 16 const MAX_SLOPE_ANGLE = 40 var camera_rotation var camera var flashlight var MOUSE_SENSITIVITY = 0.05 func _ready(): camera_rotation = $Camera_rotation_helper camera = $Camera_rotation_helper/Camera flashlight = $MeshInstance/Flashlight func _process(delta): process_input(delta) process_movement(delta) func process_input(delta): # ---------------------------------- # Walking dir = Vector3() var cam_xform = camera.get_global_transform() var input_movement_vector = Vector3() var cam_scroll = 0.0 if Input.is_action_pressed("move_up"): input_movement_vector.z += 1 if Input.is_action_pressed("move_down"): input_movement_vector.z -= 1 if Input.is_action_pressed("move_left"): input_movement_vector.x -= 1 if Input.is_action_pressed("move_right"): input_movement_vector.x = 1 input_movement_vector = input_movement_vector.normalized() dir += -cam_xform.basis.z.normalized() * input_movement_vector.z dir += cam_xform.basis.x.normalized() * input_movement_vector.x if Input.is_action_pressed("fly_up"): vel.y = FLY_SPEED elif Input.is_action_pressed("fly_down"): vel.y = -FLY_SPEED else: vel.y = 0 func process_movement(delta): dir.y = 0 dir = dir.normalized() # vel.y += delta*GRAVITY var hvel = vel hvel.y = 0 var target = dir target *= MAX_SPEED var accel if dir.dot(hvel) > 0: accel = ACCEL else: accel = DEACCEL hvel = hvel.linear_interpolate(target, accel*delta) vel.x = hvel.x vel.z = hvel.z # vel = move_and_slide(vel,Vector3(0,1,0), 0.05, 4, deg2rad(MAX_SLOPE_ANGLE)) var collision_info = move_and_collide(vel * delta) if collision_info: vel = vel.bounce(collision_info.normal) var obj = collision_info.collider if obj.is_class( "RigidBody" ): obj.sleeping = false obj.apply_impulse( collision_info.position, -collision_info.normal*delta ) if not obj.get_node( "MeshInstance" ).get_surface_material(0).get("albedo_color") == null: obj.get_node( "MeshInstance" ).get_surface_material(0).albedo_color = Color( 1, 0, 1, 1 ) # obj.get_node( "MeshInstance" ).get_surface_material(0).albedo_color = Color( collision_info.normal ) # if obj.has_method( "hit" ): # obj.hit( collision_info.position, collision_info.collider_velocity ) # print(str(collision_info.collider.get_class())) func _input(event): if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: camera_rotation.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY * -1)) self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1)) var camera_rot = camera_rotation.rotation_degrees camera_rot.x = clamp(camera_rot.x, -30, 30) camera_rotation.rotation_degrees = camera_rot if event is InputEventMouseButton and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: # to prevent the cam sliding effect when clamp limit reached. var old_x_translation = camera.translation.x var old_y_translation = camera.translation.y var cam_scroll = Vector3( 0.0, 0.0, 0.0 ) if event.button_index == BUTTON_WHEEL_UP: cam_scroll.z = -1.0 * MOUSE_SENSITIVITY if event.button_index == BUTTON_WHEEL_DOWN: cam_scroll.z = 1.0 * MOUSE_SENSITIVITY camera.translate( cam_scroll ) camera.translation.x = old_x_translation camera.translation.y = old_y_translation camera.translation.z = clamp(camera.translation.z, 0, 5) # if event.is_action_pressed( "game_flashlight" ) and not event.is_echo(): # get_node( "Flashlight" ).visible = not get_node( "Flashlight" ).visible if Input.is_action_just_pressed("game_flashlight"): if flashlight.is_visible_in_tree(): flashlight.hide() else: flashlight.show() if Input.is_action_pressed( "hide_char" ): $MeshInstance.visible = not $MeshInstance.visible