2023-09-26 21:38:02 -04:00
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extends CharacterBody3D
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# Member variables
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var walk_speed = 1.0
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var g = -9.8
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const MAX_SPEED = 5
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const JUMP_SPEED = 7
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const ACCEL= 8
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const DEACCEL= 8
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const MAX_SLOPE_ANGLE = 30
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@onready
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var camera = $CSGMesh3D/Camera3D
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func _physics_process(delta):
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var dir = Vector3() # Where does the player intend to walk to
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var cam_xform = camera.get_global_transform()
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if Input.is_action_pressed("move_forward"):
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dir += -cam_xform.basis[2]
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if Input.is_action_pressed("move_backwards"):
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dir += cam_xform.basis[2]
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if Input.is_action_pressed("move_left"):
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dir += -cam_xform.basis[0]
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if Input.is_action_pressed("move_right"):
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dir += cam_xform.basis[0]
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dir.y = 0
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dir = dir.normalized()
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velocity.y += delta * g
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var hvel = velocity
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hvel.y = 0
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var target = dir * MAX_SPEED
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var accel
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if dir.dot(hvel) > 0:
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accel = ACCEL
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else:
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accel = DEACCEL
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hvel = hvel.lerp(target, accel * delta)
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velocity.x = hvel.x
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velocity.z = hvel.z
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move_and_slide()
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if is_on_floor() and Input.is_action_pressed("jump"):
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velocity.y = JUMP_SPEED
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func _on_tcube_body_enter(body):
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if body == self:
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get_node("../ty").show()
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# accumulators
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var rot_x = 0
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var rot_y = 0
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func _input(event):
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if event is InputEventMouseMotion and event.button_mask & 2:
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# modify accumulated mouse rotation
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rot_x -= event.relative.x * 0.005
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rot_y -= event.relative.y * 0.005
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camera.transform.basis = Basis() # reset rotation
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camera.rotate_object_local(Vector3(0, 1, 0), rot_x) # first rotate in Y
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camera.rotate_object_local(Vector3(1, 0, 0), rot_y) # then rotate in X
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2023-09-27 00:05:42 -04:00
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if event.is_action_pressed("interact"):
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var space_state = get_world_3d().direct_space_state
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# use global coordinates, not local to node
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print(camera.basis)
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var query = PhysicsRayQueryParameters3D.create(camera.position, camera.position + camera.basis.z * 2.0)
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var result = space_state.intersect_ray(query)
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print(result)
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