1 extends CharacterBody3D
6 @export_group("Movement")
7 @export var walk_speed := 3.0
8 @export var jog_speed := 6.0
9 @export var charge_speed := 20
11 @export var air_speed := 3.0
12 @export var acceleration := 20.0
13 @export var jump_speed := 6.0
14 @export var rotation_speed := 10.0
15 @export var fall_speed := 1.2
16 @export var idle_timeout := 5.0
17 @export var hard_landing_limit := 10.0
19 @export_group("Physics")
20 @export var push_force := 1.5
22 @export_group("Camera")
23 @export_range(1.0, 10.0) var camera_distance := 2.5
24 @export_range(0.0, 1.0) var mouse_sensitivity := 0.15
25 @export_range(0.0, 1.0) var mouse_sensitivity_x := 1.0
26 @export_range(0.0, 1.0) var mouse_sensitivity_y := 0.5
27 @export_range(0.0, 10.0) var joystick_sensitivity_x := 4.0
28 @export_range(0.0, 10.0) var joystick_sensitivity_y := 2.0
31 @onready var _debug: CanvasLayer = %debug
32 @onready var _camera_pivot: Node3D = %camera_pivot
33 @onready var _camera: Camera3D = %camera
34 @onready var _skin: AnimatedSkin = %skin
36 var _last_movement_direction := rotation
37 var _camera_input_direction := Vector2.ZERO
39 enum {CAMERA_MOUSE_INPUT, CAMERA_JOYSTICK_INPUT}
40 var _camera_input_method := CAMERA_MOUSE_INPUT
42 var _idle_time: float = 0.0
43 var _player_speed: float = walk_speed
46 func _ready() -> void:
47 $camera_pivot/SpringArm3D.spring_length = camera_distance
48 _debug.draw.add_vector(self, "velocity", 1, 1, Color(0,1,0,1))
49 _debug.draw.add_vector(self, "_last_movement_direction", 1, 1, Color(1,0,0,1))
50 _debug.stats.add_property(self, "velocity", "length")
51 _debug.stats.add_property(self, "_idle_time", "round")
54 func _physics_process(delta: float) -> void:
55 _process_camera(delta)
56 _process_player(delta)
59 func _unhandled_input(event: InputEvent) -> void:
60 # If user clicks on the window, capture the mouse and direct the camera with it
61 if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
64 #_camera_input_direction *= mouse_sensitivity
65 if event is InputEventMouseMotion:
66 _camera_input_method = CAMERA_MOUSE_INPUT
67 _camera_input_direction = event.screen_relative * mouse_sensitivity
68 elif event is InputEventJoypadMotion:
69 _camera_input_method = CAMERA_JOYSTICK_INPUT
70 _camera_input_direction = Input.get_vector("camera-left", "camera-right", "camera-up", "camera-down")
71 _camera_input_direction *= Vector2(joystick_sensitivity_x, -joystick_sensitivity_y)
74 func _input(event: InputEvent):
75 if event.is_action_pressed("player_run"):
76 _player_speed = jog_speed
77 elif event.is_action_released("player_run"):
78 _player_speed = walk_speed
80 if event.is_action_pressed("player_attack") and velocity.length() > jog_speed * .75:
81 _player_speed = charge_speed
84 # Get the XZ input direction based on player's input relative to the camera
85 func _get_player_move_direction() -> Vector3:
86 var input_dir := Input.get_vector("player_left", "player_right", "player_forward", "player_backward")
87 var forward := _camera.global_basis.z
88 var right := _camera.global_basis.x
89 var move_direction := (forward * input_dir.y + right * input_dir.x).normalized()
94 func _process_camera(delta: float) -> void:
95 # vertical camera rotation
96 _camera_pivot.rotation.x += _camera_input_direction.y * mouse_sensitivity_y * delta
97 _camera_pivot.rotation.x = clamp(_camera_pivot.rotation.x, -PI / 6, PI / 3)
99 # horizontal camera rotation
100 _camera_pivot.rotation.y -= _camera_input_direction.x * mouse_sensitivity_x * delta
102 # reset mouse movement vector if mouse input
103 if _camera_input_method == CAMERA_MOUSE_INPUT:
104 _camera_input_direction = Vector2.ZERO
107 func _process_player_on_floor(delta: float):
108 var move_direction := _get_player_move_direction()
110 # if we're not stuck, then it's okay to set the velocity
111 velocity = velocity.move_toward(move_direction * _player_speed, acceleration * delta)
112 var movement_speed := Vector3(velocity.x, 0, velocity.z).length()
114 # also, if we're moving, we're not idle
115 if move_direction.length() < 0.2:
116 if velocity == Vector3.ZERO:
119 _last_movement_direction = move_direction
122 # if camera is unlocked, rotate whole skin to face movement direction
123 # else, rotate to face camera pivot global Y direction
124 var skin_target_angle := Vector3.BACK.signed_angle_to(_last_movement_direction, Vector3.UP)
125 _skin.global_rotation.y = lerp_angle(
126 _skin.global_rotation.y,
128 rotation_speed * delta
130 _skin.set_movement_speed(movement_speed)
132 # timescale tweaking for fun effect!
133 if movement_speed >= charge_speed * 0.75:
134 _skin.set_timescale(2.0)
136 _skin.set_timescale(1.0)
139 func _process_player(delta: float) -> void:
141 _process_player_on_floor(delta)
143 velocity += get_gravity() * air_speed * delta
146 var movement_speed := velocity.length()
150 for i in get_slide_collision_count():
151 var c := get_slide_collision(i)
152 if c.get_collider() is RigidBody3D:
153 var col: RigidBody3D = c.get_collider()
154 col.apply_central_impulse(-c.get_normal() * push_force * movement_speed / col.mass)