Created
March 18, 2023 01:13
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Godot 4 FPS controller
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extends RigidBody3D | |
@export var speed:float = 10.0 | |
@export var jump_force = 5.0 | |
@onready var camera:Camera3D = $Camera3D | |
@onready var ground_sensor:RayCast3D = $GroundSensor | |
func _ready(): | |
pass | |
func _physics_process(delta): | |
var motion = Vector3() | |
if Input.is_action_pressed("move_forward"): | |
motion.x += 1 | |
if Input.is_action_pressed("move_backwards"): | |
motion.x -= 1 | |
if Input.is_action_pressed("move_left"): | |
motion.z -= 1 | |
if Input.is_action_pressed("move_right"): | |
motion.z += 1 | |
motion = motion.rotated(Vector3.UP,camera.rotation.y+PI/2) | |
if ground_sensor.is_colliding(): | |
move_and_collide(Vector3(motion.x,0,motion.z)*delta*speed) | |
else: | |
move_and_collide(Vector3(motion.x,0,motion.z)*delta*speed/2) | |
func _input(event): | |
if event.is_action_pressed("jump"): | |
if ground_sensor.is_colliding(): | |
apply_central_impulse(Vector3(0,jump_force,0)) | |
pass | |
pass | |
pass |
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extends Camera3D | |
# cam look. | |
#Only moves the camera if the mouse is captured. | |
@export var minLookAngle : float = -90.0 | |
@export var maxLookAngle : float = 90.0 | |
@export var lookSensitivity : float = 0.5 | |
var mouseDelta : Vector2 = Vector2() | |
func _ready(): | |
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED | |
func _input(event): | |
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: | |
# did the mouse move? | |
if event is InputEventMouseMotion: | |
mouseDelta = event.relative | |
if event.is_action_pressed("unlock_mouse"): | |
if Input.mouse_mode != Input.MOUSE_MODE_CAPTURED: | |
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED | |
else: | |
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE | |
func _process(delta): | |
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: | |
# rotate camera along X axis | |
rotation_degrees -= Vector3(rad_to_deg(mouseDelta.y), 0, 0) * lookSensitivity *delta | |
# clamp the vertical camera rotation | |
rotation_degrees.x = clamp(rotation_degrees.x, minLookAngle, maxLookAngle) | |
# rotate player along Y axis | |
rotation_degrees -= Vector3(0, rad_to_deg(mouseDelta.x), 0) * lookSensitivity *delta | |
mouseDelta = Vector2.ZERO |
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