FeedTheFish/scripts/fps_controller.gd
2026-05-06 04:24:34 +02:00

73 lines
2.2 KiB
GDScript

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()