Rearranging files, adding block type, converted movement to camera based, added jump
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+47
-11
@@ -1,16 +1,52 @@
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extends RigidBody3D
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# Initially I used a CharacterBody3D, however, I wanted the player to bounce off
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# other objects in the environment and that would have required manual handling
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# of collisions. So that's why we're using a RigidBody3D instead.
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const MOVE_SPEED := 8.0
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const ACCELLERATION := 30.0
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const DECELLERATION := 40.0
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const JUMP_SPEED := 4.0
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const ACCELLERATION = 5.0
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@export var camera_path: NodePath
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@onready var cam: Camera3D = get_node(camera_path) if camera_path != NodePath("") else null
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func _integrate_forces(state):
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var input_dir = Vector3.ZERO
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input_dir.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
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input_dir.z = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
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input_dir = input_dir.normalized()
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func _ready() -> void:
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axis_lock_angular_x = true
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axis_lock_angular_z = true
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angular_damp = 6.0
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contact_monitor = true
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max_contacts_reported = 4
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linear_velocity.x += input_dir.x * (ACCELLERATION * state.step)
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linear_velocity.z += input_dir.z * (ACCELLERATION * state.step)
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func _integrate_forces(state):
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# Input as 2D vector
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var input2v := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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# Camera based movement
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var forward := Vector3.FORWARD * -1.0
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var right := Vector3.RIGHT
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if cam:
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forward = cam.global_transform.basis.z
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right = cam.global_transform.basis.x
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# project onto ground plane so looking up/down doesn't tilt movement
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forward.y = 0.0
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right.y = 0.0
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if forward.length() > 0.0001:
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forward = forward.normalized()
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if right.length() > 0.0001:
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right = right.normalized()
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var dir := (right * input2v.x + forward * input2v.y).normalized()
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var target_v := dir * MOVE_SPEED
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var ax := ACCELLERATION if dir != Vector3.ZERO else DECELLERATION
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linear_velocity.x = move_toward(linear_velocity.x, target_v.x, ax * state.step)
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linear_velocity.z = move_toward(linear_velocity.z, target_v.z, ax * state.step)
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# Jump Logic
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var on_floor = false
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for i in state.get_contact_count():
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var normal = state.get_contact_local_normal(i)
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if normal.y > 0.5:
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on_floor = true
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break
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if on_floor and Input.is_action_just_pressed("ui_accept"):
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linear_velocity.y = JUMP_SPEED
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