bgen/demo/scripts/player.gd

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2026-04-16 21:04:50 -04:00
class_name Player
extends CharacterBody3D
# First-person player controller. WASD relative to body yaw, mouse look
# (yaw on the body, pitch on the child Camera3D). Jump on space. Gravity
# is always on — falling into a chasm drops you onto the level below.
@export var speed := 6.0
@export var run_multiplier := 1.8
@export var jump_velocity := 6.0
@export var gravity := 22.0
@export var mouse_sensitivity := 0.002
@onready var camera: Camera3D = $Camera3D
var _pitch := 0.0
var _captured := false
func _ready() -> void:
_capture()
func _capture() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
_captured = true
func _release() -> void:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
_captured = false
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion and _captured:
var m := event as InputEventMouseMotion
rotation.y -= m.relative.x * mouse_sensitivity
_pitch -= m.relative.y * mouse_sensitivity
_pitch = clamp(_pitch, deg_to_rad(-85.0), deg_to_rad(85.0))
camera.rotation.x = _pitch
elif event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
_release()
elif event is InputEventMouseButton and event.pressed and not _captured:
_capture()
func _physics_process(delta: float) -> void:
# Gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Horizontal movement relative to yaw.
var input := Vector2.ZERO
if Input.is_key_pressed(KEY_W): input.y -= 1.0
if Input.is_key_pressed(KEY_S): input.y += 1.0
if Input.is_key_pressed(KEY_A): input.x -= 1.0
if Input.is_key_pressed(KEY_D): input.x += 1.0
input = input.normalized()
var s := speed
if Input.is_key_pressed(KEY_SHIFT):
s *= run_multiplier
var forward := -transform.basis.z
var right := transform.basis.x
var horiz := (forward * -input.y + right * input.x) * s
velocity.x = horiz.x
velocity.z = horiz.z
# Jump.
if is_on_floor() and Input.is_key_pressed(KEY_SPACE):
velocity.y = jump_velocity
move_and_slide()