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()