Created
August 6, 2020 20:31
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simple physics-controlled player script
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extends RigidBody | |
# Called when the node enters the scene tree for the first time. | |
func _ready(): | |
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) | |
# Called every frame. 'delta' is the elapsed time since the previous frame. | |
func _physics_process(delta): | |
process_input(delta) | |
export var SPEED = 3000 | |
export var JUMP = 300 | |
var grounded = false | |
var allow_jump = true | |
func process_input(delta): | |
var r = get_node("Rotator").rotation.y | |
var s = 0 | |
if grounded: | |
s = SPEED | |
else: | |
s = SPEED / 5 | |
if self.linear_velocity.length_squared() < 15: | |
var f = Vector3.ZERO | |
if Input.is_action_pressed("forward"): | |
f += Vector3(0, 0, -1).rotated(Vector3(0, 1, 0), r) | |
if Input.is_action_pressed("backward"): | |
f += Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), r) | |
if Input.is_action_pressed("leftward"): | |
f += Vector3(-1, 0, 0).rotated(Vector3(0, 1, 0), r) | |
if Input.is_action_pressed("rightward"): | |
f += Vector3(1, 0, 0).rotated(Vector3(0, 1, 0), r) | |
self.add_central_force(f.normalized() * s * delta) | |
if allow_jump and grounded and Input.is_action_pressed("jump"): | |
grounded = false | |
allow_jump = false | |
self.physics_material_override.friction = 0 | |
self.apply_central_impulse(Vector3(0, JUMP * delta, 0)) | |
if !Input.is_action_pressed("jump"): | |
allow_jump = true | |
func _input(event): | |
if event is InputEventKey and event.is_pressed(): | |
if event.get_scancode() == KEY_ESCAPE: | |
get_tree().quit() | |
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: | |
get_node("Rotator").rotate_y(deg2rad(-event.relative.x)) | |
get_node("Rotator/Camera").rotate_x(deg2rad(-event.relative.y)) | |
get_node("Rotator/Camera").rotation.x = clamp(get_node("Rotator/Camera").rotation.x, -PI/2, PI/2) | |
func _on_foot_body_entered(body): | |
#print_debug(body == self) | |
if body != self: | |
self.physics_material_override.friction = 2 | |
grounded = true | |
func _on_Player_body_entered(body): | |
if body != self && body != get_node("foot"): | |
#print_debug(body.get_class()) | |
pass # Replace with function body. |
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