49 lines
1.4 KiB
GDScript
49 lines
1.4 KiB
GDScript
class_name PlayerMovement extends Node
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const TURN_SPEED = 12.0
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const SPEED = 8.0
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@export var player:CharacterBody3D
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func canMove() -> bool:
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if PAUSE.isMovementPaused():
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return false
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return true
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func _physics_process(delta:float) -> void:
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var cameraCurrent = get_viewport().get_camera_3d()
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if !cameraCurrent:
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return
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# Player movement
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var directionAdjusted = Vector3.ZERO
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if canMove():
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var inputDir = Input.get_vector("move_left", "move_right", "move_back", "move_forward").normalized()
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# Use camera orientation for movement direction
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var cam_basis = cameraCurrent.global_transform.basis
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# Forward and right vectors, ignore vertical component
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var forward = -cam_basis.z
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forward.y = 0
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forward = forward.normalized()
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var right = cam_basis.x
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right.y = 0
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right = right.normalized()
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directionAdjusted = (forward * inputDir.y + right * inputDir.x).normalized()
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# Rotate player to face movement direction if moving
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if directionAdjusted.length() > 0.01:
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var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
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player.rotation.y = lerp_angle(
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player.rotation.y, targetRot, TURN_SPEED * delta
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)
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# Apply gravity if not on floor
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if !player.is_on_floor():
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player.velocity += PHYSICS.GRAVITY * delta
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# Set velocity and move
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player.velocity.x = directionAdjusted.x * SPEED
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player.velocity.z = directionAdjusted.z * SPEED
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player.move_and_slide()
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