init
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69
demo/scripts/player.gd
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69
demo/scripts/player.gd
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class_name Player
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extends CharacterBody3D
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# First-person player controller. WASD relative to body yaw, mouse look
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# (yaw on the body, pitch on the child Camera3D). Jump on space. Gravity
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# is always on — falling into a chasm drops you onto the level below.
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@export var speed := 6.0
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@export var run_multiplier := 1.8
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@export var jump_velocity := 6.0
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@export var gravity := 22.0
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@export var mouse_sensitivity := 0.002
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@onready var camera: Camera3D = $Camera3D
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var _pitch := 0.0
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var _captured := false
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func _ready() -> void:
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_capture()
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func _capture() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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_captured = true
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func _release() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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_captured = false
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion and _captured:
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var m := event as InputEventMouseMotion
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rotation.y -= m.relative.x * mouse_sensitivity
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_pitch -= m.relative.y * mouse_sensitivity
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_pitch = clamp(_pitch, deg_to_rad(-85.0), deg_to_rad(85.0))
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camera.rotation.x = _pitch
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elif event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
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_release()
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elif event is InputEventMouseButton and event.pressed and not _captured:
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_capture()
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func _physics_process(delta: float) -> void:
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# Gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Horizontal movement relative to yaw.
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var input := Vector2.ZERO
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if Input.is_key_pressed(KEY_W): input.y -= 1.0
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if Input.is_key_pressed(KEY_S): input.y += 1.0
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if Input.is_key_pressed(KEY_A): input.x -= 1.0
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if Input.is_key_pressed(KEY_D): input.x += 1.0
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input = input.normalized()
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var s := speed
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if Input.is_key_pressed(KEY_SHIFT):
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s *= run_multiplier
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var forward := -transform.basis.z
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var right := transform.basis.x
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var horiz := (forward * -input.y + right * input.x) * s
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velocity.x = horiz.x
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velocity.z = horiz.z
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# Jump.
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if is_on_floor() and Input.is_key_pressed(KEY_SPACE):
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velocity.y = jump_velocity
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move_and_slide()
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