extends KinematicBody var Pause_Popup_tscn = preload("res://Pause_Popup.tscn") var Pause_Popup ###################-VARIABLES-#################### # Camera export(float) var mouse_sensitivity = 8.0 export(NodePath) var head_path = "Head" export(NodePath) var cam_path = "Head/Camera" export(float) var FOV = 80.0 var mouse_axis := Vector2() onready var head: Spatial = get_node(head_path) onready var cam: Camera = get_node(cam_path) # Move var velocity := Vector3() var direction := Vector3() var move_axis := Vector2() var snap := Vector3() var sprint_enabled := true var sprinting := false # Walk const FLOOR_MAX_ANGLE: float = deg2rad(46.0) export(float) var gravity = 30.0 export(int) var walk_speed = 10 export(int) var sprint_speed = 16 export(int) var acceleration = 8 export(int) var deacceleration = 10 export(float, 0.0, 1.0, 0.05) var air_control = 0.3 export(int) var jump_height = 12 var _speed: int var _is_sprinting_input := false var _is_jumping_input := false ################################################## # Called when the node enters the scene tree func _ready() -> void: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) cam.fov = FOV # Called every frame. 'delta' is the elapsed time since the previous frame func _process(_delta: float) -> void: move_axis.x = Input.get_action_strength("move_forward") - Input.get_action_strength("move_backward") move_axis.y = Input.get_action_strength("move_right") - Input.get_action_strength("move_left") if Input.is_action_just_pressed("move_jump"): _is_jumping_input = true if Input.is_action_pressed("move_sprint"): _is_sprinting_input = true # Recapture mouse when resuming if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) # Called every physics tick. 'delta' is constant func _physics_process(delta: float) -> void: walk(delta) # Called when there is an input event func _input(event: InputEvent) -> void: if event is InputEventMouseMotion: mouse_axis = event.relative camera_rotation() func walk(delta: float) -> void: direction_input() if is_on_floor(): snap = -get_floor_normal() - get_floor_velocity() * delta # Workaround for sliding down after jump on slope if velocity.y < 0: velocity.y = 0 jump() else: # Workaround for 'vertical bump' when going off platform if snap != Vector3.ZERO && velocity.y != 0: velocity.y = 0 snap = Vector3.ZERO velocity.y -= gravity * delta sprint(delta) accelerate(delta) velocity = move_and_slide_with_snap(velocity, snap, Vector3.UP, true, 4, FLOOR_MAX_ANGLE) _is_jumping_input = false _is_sprinting_input = false func camera_rotation() -> void: if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED: return if mouse_axis.length() > 0: var horizontal: float = -mouse_axis.x * (mouse_sensitivity / 100) var vertical: float = -mouse_axis.y * (mouse_sensitivity / 100) mouse_axis = Vector2() rotate_y(deg2rad(horizontal)) head.rotate_x(deg2rad(vertical)) # Clamp mouse rotation var temp_rot: Vector3 = head.rotation_degrees temp_rot.x = clamp(temp_rot.x, -90, 90) head.rotation_degrees = temp_rot func direction_input() -> void: direction = Vector3() var aim: Basis = get_global_transform().basis if move_axis.x >= 0.5: direction -= aim.z if move_axis.x <= -0.5: direction += aim.z if move_axis.y <= -0.5: direction -= aim.x if move_axis.y >= 0.5: direction += aim.x direction.y = 0 direction = direction.normalized() func accelerate(delta: float) -> void: # Where would the player go var _temp_vel: Vector3 = velocity var _temp_accel: float var _target: Vector3 = direction * _speed _temp_vel.y = 0 if direction.dot(_temp_vel) > 0: _temp_accel = acceleration else: _temp_accel = deacceleration if not is_on_floor(): _temp_accel *= air_control # Interpolation _temp_vel = _temp_vel.linear_interpolate(_target, _temp_accel * delta) velocity.x = _temp_vel.x velocity.z = _temp_vel.z # Make too low values zero if direction.dot(velocity) == 0: var _vel_clamp := 0.01 if abs(velocity.x) < _vel_clamp: velocity.x = 0 if abs(velocity.z) < _vel_clamp: velocity.z = 0 func jump() -> void: if _is_jumping_input: velocity.y = jump_height snap = Vector3.ZERO func sprint(delta: float) -> void: if can_sprint(): _speed = sprint_speed cam.set_fov(lerp(cam.fov, FOV * 1.25, delta * 8)) sprinting = true else: _speed = walk_speed cam.set_fov(lerp(cam.fov, FOV, delta * 8)) sprinting = false func can_sprint() -> bool: return (sprint_enabled and is_on_floor() and _is_sprinting_input and move_axis.x >= 0.5)