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godot3-fps-example/NewFPS.gd
2020-10-18 21:46:51 -04:00

65 lines
1.8 KiB
GDScript

extends KinematicBody
export var speed = 10 # Player movement speed
export var mouse_sensitivity = 0.1 # Camera sensitivity
export var jump = 10
onready var head = $Head
onready var ground_check = $GroundCheck
var h_acceleration = 6
var air_acceleration = 1
var normal_acceleration = 6
var gravity = 20
var full_contact = false
var direction = Vector3()
var h_velocity = Vector3()
var movement = Vector3()
var gravity_vec = Vector3()
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _input(event):
if event is InputEventMouseMotion:
rotate_y(deg2rad(-event.relative.x * mouse_sensitivity))
head.rotate_x(deg2rad(-event.relative.y * mouse_sensitivity))
head.rotation.x = clamp(head.rotation.x, deg2rad(-89), deg2rad(89))
func _physics_process(delta):
direction = Vector3()
full_contact = ground_check.is_colliding()
if not is_on_floor():
gravity_vec += Vector3.DOWN * gravity * delta
h_acceleration = air_acceleration
elif is_on_floor() and full_contact:
gravity_vec = -get_floor_normal() * gravity
h_acceleration = normal_acceleration
else:
gravity_vec = -get_floor_normal()
h_acceleration = normal_acceleration
if Input.is_action_just_pressed("jump") and (is_on_floor() or full_contact):
gravity_vec = Vector3.UP * jump
if Input.is_action_pressed("move_forward"):
direction -= transform.basis.z
elif Input.is_action_pressed("move_back"):
direction += transform.basis.z
if Input.is_action_pressed("move_left"):
direction -= transform.basis.x
elif Input.is_action_pressed("move_right"):
direction += transform.basis.x
direction = direction.normalized()
h_velocity = h_velocity.linear_interpolate(direction * speed, h_acceleration * delta)
movement.z = h_velocity.z + gravity_vec.z
movement.x = h_velocity.x + gravity_vec.x
movement.y = gravity_vec.y
move_and_slide(movement, Vector3.UP)