Add FPS
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73
scripts/fps_controller.gd
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73
scripts/fps_controller.gd
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extends CharacterBody3D
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@export var SPEED: float = 5.0
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@export var JUMP_VELOCITY: float = 4.5
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var _mouse_input: bool = false
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var _mouse_rotation: Vector3
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var _rotation_input: float
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var _tilt_input: float
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var _player_rotation : Vector3
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var _camera_rotation: Vector3
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@export var MOUSE_SENSITIVITY : float = 0.2
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@export var TILT_LOWER_LIMIT := deg_to_rad(-90.0)
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@export var TILT_UPPER_LIMIT := deg_to_rad(90.0)
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@export var CAMERA_CONTROLLER : Camera3D
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("Quit"):
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get_tree().quit()
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func _ready() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _unhandled_input(event: InputEvent) -> void:
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_mouse_input = event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED
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if _mouse_input:
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_rotation_input = -event.relative.x * MOUSE_SENSITIVITY
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_tilt_input = -event.relative.y * MOUSE_SENSITIVITY
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func _update_camera(delta):
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# Rotate the camera using euler rotation
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_mouse_rotation.x += _tilt_input * delta
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_mouse_rotation.x = clamp(_mouse_rotation.x, TILT_LOWER_LIMIT, TILT_UPPER_LIMIT)
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_mouse_rotation.y += _rotation_input * delta
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_player_rotation = Vector3(0.0, _mouse_rotation.y, 0.0)
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_camera_rotation = Vector3(_mouse_rotation.x, 0.0, 0.0)
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CAMERA_CONTROLLER.transform.basis = Basis.from_euler(_camera_rotation)
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CAMERA_CONTROLLER.rotation.z = 0.0
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global_transform.basis = Basis.from_euler(_player_rotation)
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_rotation_input = 0.0
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_tilt_input = 0.0
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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_update_camera(delta)
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("Left", "Right", "Forward", "Back")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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