promiscuity/scenes/player.gd

53 lines
1.5 KiB
GDScript

extends RigidBody3D
const MOVE_SPEED := 8.0
const ACCELLERATION := 30.0
const DECELLERATION := 40.0
const JUMP_SPEED := 4.0
@export var camera_path: NodePath
@onready var cam: Camera3D = get_node(camera_path) if camera_path != NodePath("") else null
func _ready() -> void:
axis_lock_angular_x = true
axis_lock_angular_z = true
angular_damp = 6.0
contact_monitor = true
max_contacts_reported = 4
func _integrate_forces(state):
# Input as 2D vector
var input2v := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
# Camera based movement
var forward := Vector3.FORWARD * -1.0
var right := Vector3.RIGHT
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
forward.y = 0.0
right.y = 0.0
if forward.length() > 0.0001:
forward = forward.normalized()
if right.length() > 0.0001:
right = right.normalized()
var dir := (right * input2v.x + forward * input2v.y).normalized()
var target_v := dir * MOVE_SPEED
var ax := ACCELLERATION if dir != Vector3.ZERO else DECELLERATION
linear_velocity.x = move_toward(linear_velocity.x, target_v.x, ax * state.step)
linear_velocity.z = move_toward(linear_velocity.z, target_v.z, ax * state.step)
# Jump Logic
var on_floor = false
for i in state.get_contact_count():
var normal = state.get_contact_local_normal(i)
if normal.y > 0.5:
on_floor = true
break
if on_floor and Input.is_action_just_pressed("ui_accept"):
linear_velocity.y = JUMP_SPEED