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July 26, 2020 04:44
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GDScript: First person controller
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extends KinematicBody | |
###################-VARIABLES-#################### | |
# Camera | |
export(float) var mouse_sensitivity = 12.0 | |
export(NodePath) var head_path | |
export(NodePath) var cam_path | |
export(float) var FOV = 80.0 | |
var mouse_axis := Vector2() | |
onready var head: Spatial = get_node(head_path) | |
onready var cam: Camera = get_node(cam_path) | |
# Move | |
var velocity := Vector3() | |
var direction := Vector3() | |
var move_axis := Vector2() | |
var can_sprint := true | |
var sprinting := false | |
# Walk | |
const FLOOR_NORMAL := Vector3(0, 1, 0) | |
const FLOOR_MAX_ANGLE: float = deg2rad(46.0) | |
export(float) var gravity = 30.0 | |
export(int) var walk_speed = 10 | |
export(int) var sprint_speed = 16 | |
export(int) var acceleration = 8 | |
export(int) var deacceleration = 10 | |
export(float, 0.0, 1.0, 0.05) var air_control = 0.3 | |
export(int) var jump_height = 10 | |
# Fly | |
export(int) var fly_speed = 10 | |
export(int) var fly_accel = 4 | |
var flying := false | |
################################################## | |
# Called when the node enters the scene tree | |
func _ready() -> void: | |
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) | |
cam.fov = FOV | |
# Called every frame. 'delta' is the elapsed time since the previous frame | |
func _process(_delta: float) -> void: | |
move_axis.x = Input.get_action_strength("move_forward") - Input.get_action_strength("move_backward") | |
move_axis.y = Input.get_action_strength("move_right") - Input.get_action_strength("move_left") | |
# Called every physics tick. 'delta' is constant | |
func _physics_process(delta: float) -> void: | |
if flying: | |
fly(delta) | |
else: | |
walk(delta) | |
# Called when there is an input event | |
func _input(event: InputEvent) -> void: | |
if event is InputEventMouseMotion: | |
mouse_axis = event.relative | |
camera_rotation() | |
func walk(delta: float) -> void: | |
# Input | |
direction = Vector3() | |
var aim: Basis = get_global_transform().basis | |
if move_axis.x >= 0.5: | |
direction -= aim.z | |
if move_axis.x <= -0.5: | |
direction += aim.z | |
if move_axis.y <= -0.5: | |
direction -= aim.x | |
if move_axis.y >= 0.5: | |
direction += aim.x | |
direction.y = 0 | |
direction = direction.normalized() | |
# Jump | |
var _snap: Vector3 | |
if is_on_floor(): | |
_snap = Vector3(0, -1, 0) | |
if Input.is_action_just_pressed("move_jump"): | |
_snap = Vector3(0, 0, 0) | |
velocity.y = jump_height | |
# Apply Gravity | |
velocity.y -= gravity * delta | |
# Sprint | |
var _speed: int | |
if (Input.is_action_pressed("move_sprint") and can_sprint and move_axis.x >= 0.5): | |
_speed = sprint_speed | |
cam.set_fov(lerp(cam.fov, FOV * 1.05, delta * 8)) | |
sprinting = true | |
else: | |
_speed = walk_speed | |
cam.set_fov(lerp(cam.fov, FOV, delta * 8)) | |
sprinting = false | |
# Acceleration and Deacceleration | |
# where would the player go | |
var _temp_vel: Vector3 = velocity | |
_temp_vel.y = 0 | |
var _target: Vector3 = direction * _speed | |
var _temp_accel: float | |
if direction.dot(_temp_vel) > 0: | |
_temp_accel = acceleration | |
else: | |
_temp_accel = deacceleration | |
if not is_on_floor(): | |
_temp_accel *= air_control | |
# interpolation | |
_temp_vel = _temp_vel.linear_interpolate(_target, _temp_accel * delta) | |
velocity.x = _temp_vel.x | |
velocity.z = _temp_vel.z | |
# clamping (to stop on slopes) | |
if direction.dot(velocity) == 0: | |
var _vel_clamp := 0.25 | |
if velocity.x < _vel_clamp and velocity.x > -_vel_clamp: | |
velocity.x = 0 | |
if velocity.z < _vel_clamp and velocity.z > -_vel_clamp: | |
velocity.z = 0 | |
# Move | |
var moving = move_and_slide_with_snap(velocity, _snap, FLOOR_NORMAL, true, 4, FLOOR_MAX_ANGLE) | |
if is_on_wall(): | |
velocity = moving | |
else: | |
velocity.y = moving.y | |
func fly(delta: float) -> void: | |
# Input | |
direction = Vector3() | |
var aim = head.get_global_transform().basis | |
if move_axis.x >= 0.5: | |
direction -= aim.z | |
if move_axis.x <= -0.5: | |
direction += aim.z | |
if move_axis.y <= -0.5: | |
direction -= aim.x | |
if move_axis.y >= 0.5: | |
direction += aim.x | |
direction = direction.normalized() | |
# Acceleration and Deacceleration | |
var target: Vector3 = direction * fly_speed | |
velocity = velocity.linear_interpolate(target, fly_accel * delta) | |
# Move | |
velocity = move_and_slide(velocity) | |
func camera_rotation() -> void: | |
if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED: | |
return | |
if mouse_axis.length() > 0: | |
var horizontal: float = -mouse_axis.x * (mouse_sensitivity / 100) | |
var vertical: float = -mouse_axis.y * (mouse_sensitivity / 100) | |
mouse_axis = Vector2() | |
rotate_y(deg2rad(horizontal)) | |
head.rotate_x(deg2rad(vertical)) | |
# Clamp mouse rotation | |
var temp_rot: Vector3 = head.rotation_degrees | |
temp_rot.x = clamp(temp_rot.x, -90, 90) | |
head.rotation_degrees = temp_rot |
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