extends Spatial export var aim_sensitivity = 0.035 export var movement_speed = 7 export var jump_strength = 12.5 export var gravity = 35 var velocity = Vector3.ZERO var snap = Vector3.DOWN export(NodePath) onready var character = get_node(character) onready var anchor = $Anchor onready var spring_arm = $Anchor/SpringArm onready var fps_label = $fps_label func _ready(): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _process(_delta): # The character model and the spring arm anchor are independent to allow them to rotate # independently. Recouple their translations here so that the camera follows the model through # space. anchor.translation = character.translation # Update fps counter in HUD fps_label.text = "FPS: " + str(Engine.get_frames_per_second()) func _physics_process(delta): # Intended movement direction with the rotational angle adjusted by the camera's aim direction var move_direction = Vector3.ZERO move_direction.x = Input.get_action_strength("right") - Input.get_action_strength("left") move_direction.z = Input.get_action_strength("back") - Input.get_action_strength("forward") move_direction = move_direction.rotated(Vector3.UP, spring_arm.rotation.y).normalized() # Update velocity by new movement direction and continued effect of "gravity" velocity.x = move_direction.x * movement_speed velocity.z = move_direction.z * movement_speed velocity.y -= gravity * delta # Snap vector management: set to ZERO to enable jumping, DOWN otherwise to stick to surfaces. # Allow jump action for only one frame if already standing on a floor. var just_landed = character.is_on_floor() and snap == Vector3.ZERO var jump = character.is_on_floor() and Input.is_action_just_pressed("jump") if jump: velocity.y = jump_strength snap = Vector3.ZERO elif just_landed: snap = Vector3.DOWN # Move character. Param 4 (true) means stop on slopes velocity = character.move_and_slide_with_snap(velocity, snap, Vector3.UP, true) # Update character look direction to face towards aiming if firing if Input.is_action_pressed("fire"): character.look_angle = spring_arm.rotation.y character.weapon_pitch = -spring_arm.rotation.x # Update character look direction if moved elif move_direction.length() > 0.2: var look_direction = Vector2(-velocity.z, -velocity.x) character.look_angle = look_direction.angle() character.weapon_pitch = 0 else: character.weapon_pitch = 0 # Handle extra player inputs character.is_firing = Input.is_action_pressed("fire") if Input.is_action_just_pressed("ping"): cycle_parent() if Input.is_action_just_pressed("menu"): get_tree().quit() func _unhandled_input(event): # Implement mouse aim direction if event is InputEventMouseMotion: spring_arm.rotation_degrees.x -= event.relative.y * aim_sensitivity spring_arm.rotation_degrees.x = clamp(spring_arm.rotation_degrees.x, -90, 90) spring_arm.rotation_degrees.y -= event.relative.x * aim_sensitivity spring_arm.rotation_degrees.y = wrapf(spring_arm.rotation_degrees.y, 0, 360) func cycle_parent(): var parents = get_tree().get_nodes_in_group("players") var idx = parents.find(character) if idx < 0 or idx == parents.size() - 1: if parents.size() > 0: character = parents[0] else: character = parents[idx + 1]