Files
pogo/player_move.gd

48 lines
1.4 KiB
GDScript

extends CharacterBody3D
const SPEED = 5.0
const AIRSPEED = 8.0
const MAXSPEED = 8.0
const JUMP_VELOCITY = 3.5
# 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.
var jv = JUMP_VELOCITY + abs(velocity.y)
#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(input_dir.x, 0, input_dir.y)).normalized()
if is_on_floor():
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_pressed("ui_accept"):
velocity.y += jv
velocity.x = move_toward(velocity.x, 0, SPEED * delta)
velocity.z = move_toward(velocity.z, 0, SPEED * delta)
else:
velocity.y -= gravity * delta
if direction:
velocity.x += direction.x * AIRSPEED *3. * delta
velocity.z += direction.z * AIRSPEED *3. * delta
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()