a-vengeful-mark/system/character/character.gd
2021-10-06 12:50:35 -04:00

74 lines
2.1 KiB
GDScript

extends KinematicBody
var speed = 7
const ACCEL_DEFAULT = 2
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
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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.set_as_toplevel(true)
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
else:
camera.set_as_toplevel(false)
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()
accel = ACCEL_DEFAULT
gravity_vec = Vector3.ZERO
else:
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)