2 extends CharacterBody3D
10 @onready var _skin = $skin
11 @onready var _ray = $RayCast3D
14 @export_category("Appearance")
15 @export var color: Color = Color.GOLD
17 @export_category("Movement")
18 @export var speed: float = 5.0
20 @export_category("Camera")
21 @export var distance: float = 3.0
24 @onready var _springArm = $SpringArm3D
25 @onready var _camera = $SpringArm3D/Camera3D
27 enum state {ALIVE, DEAD}
28 var _state = state.ALIVE
33 func _ready() -> void:
34 _springArm.spring_length = distance
35 _skin.set_color(color)
38 func _input(event: InputEvent) -> void:
39 if _state == state.ALIVE:
40 if event.is_action_pressed(_input_map.left):
41 global_rotate(Vector3.UP, PI/2)
43 elif event.is_action_pressed(_input_map.right):
44 global_rotate(Vector3.UP, -PI/2)
47 if event.is_action_pressed(_input_map.restart):
48 playerRestart.emit(self)
51 func _physics_process(_delta: float) -> void:
52 if _state == state.ALIVE:
53 velocity = global_transform.basis.z * speed
55 if _ray_intersect_length() < 0.05 or velocity.length() < 0.02:
59 func _ray_intersect_length() -> float:
60 if _ray.is_colliding():
61 var point: Vector3 = _ray.get_collision_point()
62 var v: Vector3 = _ray.global_position - point
67 func _explode() -> void:
70 playerDestroyed.emit(self)
73 func get_camera_rid() -> RID:
74 return _camera.get_camera_rid()
77 func set_input_map(input_map) -> void:
78 _input_map = input_map