This commit is contained in:
2023-07-14 15:48:00 -07:00
parent ecedc99fc6
commit 1eac5d4301

View File

@@ -2,9 +2,10 @@ using Godot;
public partial class Player : CharacterBody3D public partial class Player : CharacterBody3D
{ {
public const float Speed = 5.0f; [Export]
public const float JumpVelocity = 4.5f; private float _speed = 5.0f;
[Export]
private float _jumpVelocity = 4.5f;
[Export] [Export]
private float _sensitivityHorizontal = 0.05f; private float _sensitivityHorizontal = 0.05f;
[Export] [Export]
@@ -33,30 +34,35 @@ public partial class Player : CharacterBody3D
public override void _PhysicsProcess(double delta) public override void _PhysicsProcess(double delta)
{ {
Vector3 velocity = Velocity; var gravityDelta = _gravity * (float)delta;
var velocity = CalculateMovement(Velocity, Transform, gravityDelta);
if (!IsOnFloor())
velocity.Y -= _gravity * (float)delta;
if (Input.IsActionJustPressed("jump") && IsOnFloor())
velocity.Y = JumpVelocity;
Vector2 inputDir = Input.GetVector("right", "left", "back", "forward");
Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero)
{
velocity.X = direction.X * Speed;
velocity.Z = direction.Z * Speed;
direction = direction.Normalized();
GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Up);
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed);
}
Velocity = velocity; Velocity = velocity;
MoveAndSlide(); MoveAndSlide();
} }
private Vector3 CalculateMovement(Vector3 velocity, Transform3D transform, float gravityDelta)
{
if (!IsOnFloor())
velocity.Y -= gravityDelta;
if (Input.IsActionJustPressed("jump") && IsOnFloor())
velocity.Y = _jumpVelocity;
Vector2 inputDir = Input.GetVector("right", "left", "back", "forward");
Vector3 direction = (transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero)
{
velocity.X = direction.X * _speed;
velocity.Z = direction.Z * _speed;
GetNode<Node3D>("Pivot").LookAt(Position + direction.Normalized(), Vector3.Up);
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
}
return velocity;
}
} }