extends CharacterBody3D class_name Player # player settings @export_group("Movement") @export var walk_speed := 3.0 @export var jog_speed := 6.0 @export var charge_speed := 20 @export var air_speed := 3.0 @export var acceleration := 20.0 @export var rotation_speed := 10.0 @export var idle_timeout := 5.0 @export var hard_landing_limit := 10.0 @export_group("Physics") @export var push_force := 10 @export_group("Camera") @export_range(1.0, 10.0) var camera_distance := 2.5 @export_range(0.0, 1.0) var mouse_sensitivity := 0.15 @export_range(0.0, 1.0) var mouse_sensitivity_x := 1.0 @export_range(0.0, 1.0) var mouse_sensitivity_y := 0.5 @export_range(0.0, 10.0) var joystick_sensitivity_x := 4.0 @export_range(0.0, 10.0) var joystick_sensitivity_y := 2.0 @onready var _debug: CanvasLayer = %debug @onready var _camera_pivot: Node3D = %camera_pivot @onready var _camera: Camera3D = %camera @onready var _skin: AnimatedSkin = %skin var _last_movement_direction := rotation var _camera_input_direction := Vector2.ZERO enum {CAMERA_MOUSE_INPUT, CAMERA_JOYSTICK_INPUT} var _camera_input_method := CAMERA_MOUSE_INPUT var _idle_time: float = 0.0 var _player_speed: float = walk_speed func _ready() -> void: $camera_pivot/SpringArm3D.spring_length = camera_distance _debug.draw.add_vector(self, "velocity", 1, 1, Color(0,1,0,1)) _debug.draw.add_vector(self, "_last_movement_direction", 1, 1, Color(1,0,0,1)) _debug.stats.add_property(self, "velocity", "length") _debug.stats.add_property(self, "_idle_time", "round") func _physics_process(delta: float) -> void: _process_camera(delta) _process_player(delta) func _unhandled_input(event: InputEvent) -> void: # If user clicks on the window, capture the mouse and direct the camera with it if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED: return #_camera_input_direction *= mouse_sensitivity if event is InputEventMouseMotion: _camera_input_method = CAMERA_MOUSE_INPUT _camera_input_direction = event.screen_relative * mouse_sensitivity elif event is InputEventJoypadMotion: _camera_input_method = CAMERA_JOYSTICK_INPUT _camera_input_direction = Input.get_vector("camera-left", "camera-right", "camera-up", "camera-down") _camera_input_direction *= Vector2(joystick_sensitivity_x, -joystick_sensitivity_y) func _input(event: InputEvent): if event.is_action_pressed("player_run"): _player_speed = jog_speed elif event.is_action_released("player_run"): _player_speed = walk_speed if event.is_action_pressed("player_attack") and velocity.length() > jog_speed * .75: _player_speed = charge_speed # Get the XZ input direction based on player's input relative to the camera func _get_player_move_direction() -> Vector3: var input_dir := Input.get_vector("player_left", "player_right", "player_forward", "player_backward") var forward := _camera.global_basis.z var right := _camera.global_basis.x var move_direction := (forward * input_dir.y + right * input_dir.x).normalized() move_direction.y = 0 return move_direction func _process_camera(delta: float) -> void: # vertical camera rotation _camera_pivot.rotation.x += _camera_input_direction.y * mouse_sensitivity_y * delta _camera_pivot.rotation.x = clamp(_camera_pivot.rotation.x, -PI / 6, PI / 3) # horizontal camera rotation _camera_pivot.rotation.y -= _camera_input_direction.x * mouse_sensitivity_x * delta # reset mouse movement vector if mouse input if _camera_input_method == CAMERA_MOUSE_INPUT: _camera_input_direction = Vector2.ZERO func _process_player_on_floor(delta: float): var move_direction := _get_player_move_direction() # if we're not stuck, then it's okay to set the velocity var floor_normal := move_direction.angle_to(get_floor_normal() * Vector3(1, 0, 1)) + 1 velocity = velocity.move_toward(move_direction * (_player_speed + 1 / floor_normal * 20), acceleration * delta) var movement_speed := Vector3(velocity.x, 0, velocity.z).length() # also, if we're moving, we're not idle if move_direction.length() < 0.2: if velocity == Vector3.ZERO: _idle_time += delta else: _last_movement_direction = move_direction _idle_time = 0.0 # if camera is unlocked, rotate whole skin to face movement direction # else, rotate to face camera pivot global Y direction var skin_target_angle := Vector3.BACK.signed_angle_to(_last_movement_direction, Vector3.UP) _skin.global_rotation.y = lerp_angle( _skin.global_rotation.y, skin_target_angle, rotation_speed * delta ) _skin.set_grounded_speed(movement_speed) # timescale tweaking for fun effect! if movement_speed >= charge_speed * 0.75: _skin.set_timescale(2.0) # ignore objects when I'm going fast! set_collision_mask_value(3, false) else: _skin.set_timescale(1.0) set_collision_mask_value(3, true) func _process_player(delta: float) -> void: if is_on_floor(): _skin.set_grounded() _process_player_on_floor(delta) else: _skin.set_falling() velocity += get_gravity() * air_speed * delta # now actually move! var movement_speed := velocity.length() move_and_slide() # handle collisions for i in get_slide_collision_count(): var c := get_slide_collision(i) if c.get_collider() is RigidBody3D: var col: RigidBody3D = c.get_collider() col.apply_central_impulse(-c.get_normal() * push_force * movement_speed / col.mass)