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extends KinematicBody
onready var camera = $Camera
onready var ray = $Camera/RayCast
export var walk_speed : int = 10
export var accel : float = 0.2
export var gravity : int = -1
export var term_velocity : int = -35
export var jump_strength : int = 20
var velocity : Vector3
var state = WALKING
enum {
WALKING,
SPRINTING,
}
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _process(_delta):
get_input()
func _physics_process(_delta):
handle_movement()
handle_jumping()
func get_input():
var dir : Vector3 = Vector3.ZERO
#Get base movement input
if Input.is_action_pressed("forward"):
dir += -global_transform.basis.z
if Input.is_action_pressed("backward"):
dir += global_transform.basis.z
if Input.is_action_pressed("left"):
dir += -global_transform.basis.x
if Input.is_action_pressed("right"):
dir += global_transform.basis.x
dir = dir.normalized()
#Pull X and Z values from directional input. Velocity.y will be handled in physics loop
velocity.x = lerp(velocity.x, dir.x * walk_speed, accel)
velocity.z = lerp(velocity.z, dir.z * walk_speed, accel)
func handle_movement():
#Apply gravity
velocity.y += gravity
if velocity.y < term_velocity:
velocity.y = term_velocity
velocity = move_and_slide(velocity, Vector3.UP, true, 4, PI/4, false)
func _input(event):
#Handle mouse movement for camera
if event is InputEventMouseMotion:
self.rotate_y(-event.relative.x * Settings.mouse_sens)
camera.rotate_x(-event.relative.y * Settings.mouse_sens)
camera.rotation.x = clamp(camera.rotation.x, -1.2, 1.2)
func handle_jumping():
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_strength
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