extends CharacterBody3D const SPEED = 5.0 const AIRSPEED = 8.0 const MAXSPEED = 8.0 const JUMP_VELOCITY = 8.5 const BHOPDIFF = 8.0 #difficulty for bhops aka time before the rebounce height is reduced to 0 const BHOPHEIGHTDIV = 3. #divides the rebounce height, 1 for perfect rebounce var max_neg_vel = 0.0 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") func _physics_process(delta): # Add the gravity. # Handle jump. #if Input.is_action_just_pressed("ui_accept") and is_on_floor(): # velocity.y = jv # 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("ui_left", "ui_right", "ui_up", "ui_down") var direction = (transform.basis * Vector3(0, 0, input_dir.y)).normalized() var rotation = input_dir.x; if is_on_floor(): var jv = JUMP_VELOCITY + (abs(velocity.y) *2.) if direction: if abs(velocity.x) < MAXSPEED: velocity.x += direction.x * SPEED *3. * delta if abs(velocity.z) < MAXSPEED: velocity.z += direction.z * SPEED *3. * delta if Input.is_action_just_pressed("ui_accept") or Input.is_action_just_pressed("jump"): velocity.y += jv + abs(max_neg_vel/BHOPHEIGHTDIV) max_neg_vel = move_toward(max_neg_vel, 0, SPEED * (delta*BHOPDIFF)) velocity.x = move_toward(velocity.x, 0, SPEED * delta) velocity.z = move_toward(velocity.z, 0, SPEED * delta) else: velocity.y -= gravity * delta if velocity.y < max_neg_vel: max_neg_vel = velocity.y if direction: velocity.x += direction.x * AIRSPEED *3. * delta velocity.z += direction.z * AIRSPEED *3. * delta rotate_y(input_dir.x) velocity.x = move_toward(velocity.x, 0, SPEED * (delta/2.)) velocity.z = move_toward(velocity.z, 0, SPEED * (delta/2.)) log(1.) move_and_slide()