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