Please don’t rely on this Gitea instance being around forever. If any of your build scripts use my (kageru’s) projects hosted here, check my Github or IEW on Github for encoding projects. If you can’t find what you’re looking for there, tell me to migrate it.
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extends KinematicBody
var speed = 7
const ACCEL_AIR = 1
onready var accel = ACCEL_DEFAULT
var gravity = 9.8
var jump = 3
var cam_accel = 40
var mouse_sense = 0.1
var snap
var direction = Vector3()
var velocity = Vector3()
var gravity_vec = Vector3()
var movement = Vector3()
onready var head = $Head
onready var camera = $Head/Camera
func _ready():
#hides the cursor
func _input(event):
#get mouse input for camera rotation
if event is InputEventMouseMotion:
rotate_y(deg2rad(-event.relative.x * mouse_sense))
head.rotate_x(deg2rad(-event.relative.y * mouse_sense))
head.rotation.x = clamp(head.rotation.x, deg2rad(-89), deg2rad(89))
func _process(delta):
#camera physics interpolation to reduce physics jitter on high refresh-rate monitors
if Engine.get_frames_per_second() > Engine.iterations_per_second:
camera.global_transform.origin = camera.global_transform.origin.linear_interpolate(head.global_transform.origin, cam_accel * delta)
camera.rotation.y = rotation.y
camera.rotation.x = head.rotation.x
camera.global_transform = head.global_transform
func _physics_process(delta):
#get keyboard input
direction = Vector3.ZERO
var h_rot = global_transform.basis.get_euler().y
var f_input = Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward")
var h_input = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
direction = Vector3(h_input, 0, f_input).rotated(Vector3.UP, h_rot).normalized()
#jumping and gravity
if is_on_floor():
snap = -get_floor_normal()
gravity_vec = Vector3.ZERO
snap = Vector3.DOWN
accel = ACCEL_AIR
gravity_vec += Vector3.DOWN * gravity * delta
if Input.is_action_just_pressed("jump") and is_on_floor():
snap = Vector3.ZERO
gravity_vec = Vector3.UP * jump
#make it move
velocity = velocity.linear_interpolate(direction * speed, accel * delta)
movement = velocity + gravity_vec
move_and_slide_with_snap(movement, snap, Vector3.UP)