Files
Scavenger-2027/Objects/Player/controller.gd
T
2026-09-04 12:38:53 -04:00

98 lines
2.1 KiB
GDScript

extends CharacterBody3D
const SPEED := 5.0
const JUMP_VELOCITY := 4.5
const MOUSE_SENSITIVITY := 0.003
const ACCEL := 20.0
const DECEL := 15.0
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _input(event: InputEvent) -> void:
if event is InputEventKey:
if event.keycode == KEY_ESCAPE and event.pressed:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
return
if event.keycode == KEY_SPACE and event.pressed and is_on_floor():
velocity.y = JUMP_VELOCITY
if event.keycode == KEY_E and event.pressed and not event.echo:
var node = $yaw/pitch/Facing.get_collider()
if node and node.has_method("interact"):
node.interact(self)
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
$yaw.rotate_y(-event.relative.x * MOUSE_SENSITIVITY)
$yaw/pitch.rotate_x(-event.relative.y * MOUSE_SENSITIVITY)
$yaw/pitch.rotation.x = clamp(
$yaw/pitch.rotation.x,
deg_to_rad(-89.0),
deg_to_rad(89.0)
)
func _physics_process(delta: float) -> void:
# Gravity
if not is_on_floor():
velocity += get_gravity() * delta
# Read keyboard state directly
var input_x := 0.0
var input_z := 0.0
if Input.is_key_pressed(KEY_A):
input_x -= 1.0
if Input.is_key_pressed(KEY_D):
input_x += 1.0
if Input.is_key_pressed(KEY_W):
input_z -= 1.0
if Input.is_key_pressed(KEY_S):
input_z += 1.0
# Create movement vector
var input_direction := Vector3(input_x, 0.0, input_z)
# Prevent diagonal movement from being faster
if input_direction.length_squared() > 0.0:
input_direction = input_direction.normalized()
# Rotate movement relative to yaw
var direction : Vector3 = $yaw.global_transform.basis * input_direction
direction.y = 0.0
if direction.length_squared() > 0.0:
direction = direction.normalized()
# Target velocity
var target := direction * SPEED
var acceleration := ACCEL
if direction.length_squared() == 0.0:
acceleration = DECEL
# Smooth movement toward target
velocity.x = move_toward(
velocity.x,
target.x,
acceleration * delta
)
velocity.z = move_toward(
velocity.z,
target.z,
acceleration * delta
)
move_and_slide()