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- extends CharacterBody3D
- signal hit
- ## How fast the player moves in meters per second.
- @export var speed = 14
- ## Vertical impulse applied to the character upon jumping in meters per second.
- @export var jump_impulse = 20
- ## Vertical impulse applied to the character upon bouncing over a mob in meters per second.
- @export var bounce_impulse = 16
- ## The downward acceleration when in the air, in meters per second.
- @export var fall_acceleration = 75
- func _physics_process(delta):
- var direction = Vector3.ZERO
- if Input.is_action_pressed("move_right"):
- direction.x += 1
- if Input.is_action_pressed("move_left"):
- direction.x -= 1
- if Input.is_action_pressed("move_back"):
- direction.z += 1
- if Input.is_action_pressed("move_forward"):
- direction.z -= 1
- if direction != Vector3.ZERO:
- # In the lines below, we turn the character when moving and make the animation play faster.
- direction = direction.normalized()
- # Setting the basis property will affect the rotation of the node.
- basis = Basis.looking_at(direction)
- $AnimationPlayer.speed_scale = 4
- else:
- $AnimationPlayer.speed_scale = 1
- velocity.x = direction.x * speed
- velocity.z = direction.z * speed
- # Jumping.
- if is_on_floor() and Input.is_action_just_pressed("jump"):
- velocity.y += jump_impulse
- # We apply gravity every frame so the character always collides with the ground when moving.
- # This is necessary for the is_on_floor() function to work as a body can always detect
- # the floor, walls, etc. when a collision happens the same frame.
- velocity.y -= fall_acceleration * delta
- move_and_slide()
- # Here, we check if we landed on top of a mob and if so, we kill it and bounce.
- # With move_and_slide(), Godot makes the body move sometimes multiple times in a row to
- # smooth out the character's motion. So we have to loop over all collisions that may have
- # happened.
- # If there are no "slides" this frame, the loop below won't run.
- for index in range(get_slide_collision_count()):
- var collision = get_slide_collision(index)
- if collision.get_collider().is_in_group("mob"):
- var mob = collision.get_collider()
- if Vector3.UP.dot(collision.get_normal()) > 0.1:
- mob.squash()
- velocity.y = bounce_impulse
- # Prevent this block from running more than once,
- # which would award the player more than 1 point for squashing a single mob.
- break
- # This makes the character follow a nice arc when jumping
- rotation.x = PI / 6 * velocity.y / jump_impulse
- func die():
- emit_signal("hit")
- queue_free()
- func _on_MobDetector_body_entered(_body):
- die()
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