-extends CharacterBody3D
+class_name Player extends CharacterBody3D
-@onready var _skin: KnightSkin = $skin
+# class variables
+@export_category("Movement")
+@export var _walk_speed := 5.0
+@export var _jump_speed := 9.0
+@export var _fall_speed := 2.0
+@export var _locked_z := true
+
+@export_category("Camera")
+@export var _camera_distance := 5.0
+@export var _dof_blur_far_distance := 5.0
+@export var _camera_pivot_rotate_y := 0.0
-const SPEED = 5.0
-const JUMP_VELOCITY = 4.5 * 3
-const FALL_SPEED = 2.0
+var _last_movement_direction := Vector3.RIGHT
+@onready var _skin: KnightSkin = $skin
+@onready var _camera_pivot: Node3D = $"camera-pivot"
+@onready var _spring_arm: SpringArm3D = $"camera-pivot/SpringArm3D"
+@onready var _camera: Camera3D = $"camera-pivot/SpringArm3D/Camera3D"
+@onready var _camera_attr: CameraAttributes = _camera.attributes
-var _last_movement_direction := Vector3.FORWARD
+# inherited functions
+func _ready() -> void:
+ _spring_arm.spring_length = _camera_distance
+ _camera_attr.dof_blur_far_distance = _dof_blur_far_distance
+ _camera_pivot.rotate_y(_camera_pivot_rotate_y)
func _input(event: InputEvent) -> void:
- if event.is_action_released("ui_accept"):
- velocity.y = 0
+ if event.is_action_released("player-jump"):
+ if velocity.y > 0:
+ velocity.y = 0
elif event.is_action_pressed("player-attack"):
_skin.attack()
+func _physics_process(delta: float) -> void:
+ # Add the gravity.
+ if not is_on_floor():
+ velocity += get_gravity() * _fall_speed * delta
+
+ _process_player_input(delta)
+ _process_player_skin(delta)
+
+ move_and_slide()
+
+
+# my functions
func _process_player_input(_delta: float) -> void:
+ # Handle jump.
+ if Input.is_action_just_pressed("player-jump") and is_on_floor():
+ velocity.y = _jump_speed
+
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
- var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
+ var input_dir := Input.get_vector("player-left", "player-right", "player-up", "player-down")
var direction := -(transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
+
if direction:
- velocity.x = direction.x * SPEED
- velocity.z = direction.z * SPEED
+ velocity.x = direction.x * _walk_speed
+ if not _locked_z:
+ velocity.z = direction.z * _walk_speed
_last_movement_direction = direction
else:
velocity.x = 0
velocity.z = 0
- # Handle jump.
- if Input.is_action_just_pressed("ui_accept") and is_on_floor():
- velocity.y = JUMP_VELOCITY
-
func _process_player_skin(_delta: float) -> void:
_skin.global_rotation.y = Vector3.BACK.signed_angle_to(_last_movement_direction, Vector3.UP)
_skin.move(velocity.length())
else:
_skin.fall()
-
-
-func _physics_process(delta: float) -> void:
- # Add the gravity.
- if not is_on_floor():
- velocity += get_gravity() * FALL_SPEED * delta
-
- _process_player_input(delta)
- _process_player_skin(delta)
-
- move_and_slide()