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extends KinematicBody
onready var camera = $Camera
onready var ray = $Camera/RayCast
onready var ladder_area = $ladder_detector
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
export var inertia : int = 5
var velocity : Vector3
var is_climbing : bool = false
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _process(_delta):
get_input()
func _physics_process(_delta):
handle_movement()
handle_jumping()
handle_collision()
func get_input():
var dir : Vector3 = Vector3.ZERO
#Get base movement input
if Input.is_action_pressed("forward"):
dir += -global_transform.basis.z
if is_climbing:
dir += global_transform.basis.y
if Input.is_action_pressed("backward"):
dir += global_transform.basis.z
if is_climbing:
dir += -global_transform.basis.y
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 unless climbing.
if is_climbing:
velocity.y = lerp(velocity.y, dir.y * walk_speed, accel)
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
if !is_climbing:
velocity.y += gravity
if velocity.y < term_velocity:
velocity.y = term_velocity
velocity = move_and_slide_with_snap(velocity, Vector3.DOWN, 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
func handle_collision():
for index in get_slide_count():
var collision = get_slide_collision(index)
var collider = collision.collider
if (collider.get_class() == "RigidBody"):
var col_force_vec = -collision.normal * inertia # rotate the force along collision normal
# collision pos
# > RigidBody.add_force(force, pos) > The position uses the rotation of the global coordinate system, but is centered at the object's origin.
# > KinematicCollision.position() > The point of collision, in global coordinates.
# So to add force at collision position, substract colliders pos from collision.position
var col_pos = collision.position - collider.transform.origin
collider.add_force(col_force_vec, col_pos)
func _on_ladder_detector_body_entered(body):
if body.is_in_group("ladder"):
is_climbing = true
func _on_ladder_detector_body_exited(body):
if body.is_in_group("ladder"):
is_climbing = false
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