Adds Player controller
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commit
ab3890896d
35 changed files with 26403 additions and 0 deletions
44
scripts/player/player.gd
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44
scripts/player/player.gd
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extends CharacterBody3D
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@onready var animationtree: AnimationTree = $Camera3D/Weapon/AnimationPlayer/AnimationTree
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const SPEED: float = 5.0
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const FALLOFF_SPEED: float = 0.5
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const JUMP_VELOCITY: float = 4.5
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var lastDirection = Vector2(0,0)
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle Jump.
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if Input.is_action_just_pressed("player_jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("player_right", "player_left", "player_down", "player_up")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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var falloffSpeed = FALLOFF_SPEED
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if not is_on_floor():
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falloffSpeed = 0.02;
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, falloffSpeed)
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velocity.z = move_toward(velocity.z, 0, falloffSpeed)
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move_and_slide()
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lastDirection.x = move_toward(lastDirection.x, input_dir.x, 0.05);
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lastDirection.y = move_toward(lastDirection.y, input_dir.y, 0.05);
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animationtree.set('parameters/Movement/blend_position', lastDirection);
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