idk getting back to it

This commit is contained in:
2025-08-19 16:56:44 -05:00
parent 0f3db7c4a4
commit 5cd8b8a04b
17 changed files with 342 additions and 67 deletions

View File

@@ -1,47 +1,121 @@
class_name PlayerMovement extends Node
const TURN_SPEED = 30.0
const SPEED = 8.0
const SPEED = 64.0
const FRICTION = 0.01
enum FacingDirection {
SOUTH = 0,
EAST = 1,
NORTH = 2,
WEST = 3
};
const FacingDirWalkAnimations = {
FacingDirection.SOUTH: "walk_south",
FacingDirection.EAST: "walk_east",
FacingDirection.NORTH: "walk_north",
FacingDirection.WEST: "walk_west"
};
@export var player:CharacterBody3D
@export var rotated:Node3D
@export var sprite:AnimatedSprite3D
var facingDir:FacingDirection = FacingDirection.SOUTH
var inputDir:Vector2 = Vector2.ZERO
func _enter_tree() -> void:
if !sprite:
return
for dir in FacingDirWalkAnimations:
if sprite.animation != FacingDirWalkAnimations[dir]:
continue
facingDir = dir
break
func canMove() -> bool:
if PAUSE.isMovementPaused():
return false
return true
func applyFacingDir() -> void:
if !sprite || inputDir.length() <= 0.01:
return
if inputDir.y > 0:
if facingDir != FacingDirection.NORTH && inputDir.x != 0:
if inputDir.x > 0 && facingDir == FacingDirection.EAST:
facingDir = FacingDirection.EAST
elif inputDir.x < 0 && facingDir == FacingDirection.WEST:
facingDir = FacingDirection.WEST
else:
facingDir = FacingDirection.NORTH
else:
facingDir = FacingDirection.NORTH
elif inputDir.y < 0:
if facingDir != FacingDirection.SOUTH && inputDir.x != 0:
if inputDir.x > 0 && facingDir == FacingDirection.EAST:
facingDir = FacingDirection.EAST
elif inputDir.x < 0 && facingDir == FacingDirection.WEST:
facingDir = FacingDirection.WEST
else:
facingDir = FacingDirection.SOUTH
else:
facingDir = FacingDirection.SOUTH
elif inputDir.x > 0:
facingDir = FacingDirection.EAST
else:
facingDir = FacingDirection.WEST
sprite.animation = FacingDirWalkAnimations[facingDir]
func applyGravity() -> void:
if !player.is_on_floor():
player.velocity += PHYSICS.GRAVITY * get_process_delta_time()
func applyMovement() -> void:
if !canMove():
return
# Use camera orientation for movement direction
var cam_basis = get_viewport().get_camera_3d().global_transform.basis
# Forward and right vectors, ignore vertical component
var forward = -cam_basis.z
forward.y = 0
forward = forward.normalized()
var right = cam_basis.x
right.y = 0
right = right.normalized()
var directionAdjusted = (
forward * inputDir.y + right * inputDir.x
).normalized()
if directionAdjusted.length() <= 0.01:
return
if rotated:
var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
rotated.rotation.y = targetRot
player.velocity.x = directionAdjusted.x * SPEED
player.velocity.z = directionAdjusted.z * SPEED
func applyFriction(delta:float) -> void:
player.velocity.x *= delta * FRICTION
player.velocity.z *= delta * FRICTION
func _physics_process(delta:float) -> void:
if !player:
return
var cameraCurrent = get_viewport().get_camera_3d()
if !cameraCurrent:
return
# Player movement
var directionAdjusted = Vector3.ZERO
if canMove():
# Use camera orientation for movement direction
var cam_basis = cameraCurrent.global_transform.basis
# Forward and right vectors, ignore vertical component
var forward = -cam_basis.z
forward.y = 0
forward = forward.normalized()
var right = cam_basis.x
right.y = 0
right = right.normalized()
directionAdjusted = (forward * inputDir.y + right * inputDir.x).normalized()
# Rotate player to face movement direction if moving
if directionAdjusted.length() > 0.01:
var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
player.rotation.y = lerp_angle(
player.rotation.y, targetRot, TURN_SPEED * delta
)
# Apply gravity if not on floor
if !player.is_on_floor():
player.velocity += PHYSICS.GRAVITY * delta
# Set velocity and move
player.velocity.x = directionAdjusted.x * SPEED
player.velocity.z = directionAdjusted.z * SPEED
applyGravity()
applyFriction(delta)
applyMovement()
applyFacingDir()
player.move_and_slide()