Adding repo style character, and fixing some movement bugs
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This commit is contained in:
2025-12-21 20:54:17 -06:00
parent acfcd09fe1
commit 9a56091e8e
5 changed files with 325 additions and 11 deletions
+50 -9
View File
@@ -17,6 +17,14 @@ var rotation_x := 0.0
var rotation_y := 0.0
var cameraMoveMode := false
var current_number_of_jumps := 0
var _pending_mouse_delta := Vector2.ZERO
var _last_move_forward := Vector3(0, 0, 1)
var _last_move_right := Vector3(1, 0, 0)
var _camera_offset_local := Vector3.ZERO
var _camera_yaw := 0.0
var _camera_pitch := 0.0
@export var camera_follow_speed := 10.0
var jump_sound = preload("res://assets/audio/jump.ogg")
var audio_player = AudioStreamPlayer.new()
@@ -33,8 +41,32 @@ func _ready() -> void:
add_child(audio_player)
audio_player.stream = jump_sound
audio_player.volume_db = -20
if cam:
_camera_offset_local = cam.transform.origin
_camera_pitch = cam.rotation.x
_camera_yaw = global_transform.basis.get_euler().y
cam.set_as_top_level(true)
cam.global_position = global_position + (Basis(Vector3.UP, _camera_yaw) * _camera_offset_local)
cam.global_rotation = Vector3(_camera_pitch, _camera_yaw, 0.0)
var move_basis := cam.global_transform.basis if cam else global_transform.basis
var forward := move_basis.z
var right := move_basis.x
forward.y = 0.0
right.y = 0.0
if forward.length() > 0.0001:
_last_move_forward = forward.normalized()
if right.length() > 0.0001:
_last_move_right = right.normalized()
func _integrate_forces(state):
if cameraMoveMode and _pending_mouse_delta != Vector2.ZERO:
rotation_x -= _pending_mouse_delta.y * mouse_sensitivity
rotation_y -= _pending_mouse_delta.x * mouse_sensitivity
rotation_x = clamp(rotation_x, deg_to_rad(-90), deg_to_rad(90)) # Prevent flipping
_camera_pitch = rotation_x
rotation.y = rotation_y
_pending_mouse_delta = Vector2.ZERO
# Input as 2D vector
var input2v := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
@@ -44,13 +76,19 @@ func _integrate_forces(state):
if cam:
forward = cam.global_transform.basis.z
right = cam.global_transform.basis.x
# project onto ground plane so looking up/down doesn't tilt movement
# Project onto ground plane so looking up/down doesn't kill movement.
forward.y = 0.0
right.y = 0.0
if forward.length() > 0.0001:
if forward.length() > 0.0001:
forward = forward.normalized()
if right.length() > 0.0001:
_last_move_forward = forward
else:
forward = _last_move_forward
if right.length() > 0.0001:
right = right.normalized()
_last_move_right = right
else:
right = _last_move_right
var dir := (right * input2v.x + forward * input2v.y).normalized()
var target_v := dir * MOVE_SPEED
@@ -72,6 +110,14 @@ func _integrate_forces(state):
linear_velocity.y = JUMP_SPEED
audio_player.play()
if cam:
var target_yaw := global_transform.basis.get_euler().y
_camera_yaw = lerp_angle(_camera_yaw, target_yaw, camera_follow_speed * state.step)
var target_basis := Basis(Vector3.UP, _camera_yaw)
var target_pos := global_position + (target_basis * _camera_offset_local)
cam.global_position = cam.global_position.lerp(target_pos, camera_follow_speed * state.step)
cam.global_rotation = Vector3(_camera_pitch, _camera_yaw, 0.0)
func _input(event):
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_MIDDLE:
@@ -83,12 +129,7 @@ func _input(event):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if event is InputEventMouseMotion and cameraMoveMode:
rotation_x -= event.relative.y * mouse_sensitivity
rotation_y -= event.relative.x * mouse_sensitivity
rotation_x = clamp(rotation_x, deg_to_rad(-90), deg_to_rad(90)) # Prevent flipping
$Camera3D.rotation.x = rotation_x
rotation.y = rotation_y
_pending_mouse_delta += event.relative
if event is InputEventMouseButton and event.pressed:
if event.button_index == MOUSE_BUTTON_WHEEL_UP: