2024-12-06 19:48:11 +01:00
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extends CharacterBody3D
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const SPEED: float = 5.0
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const JUMP_VELOCITY: float = 4.5
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var activated: bool = false
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@onready
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var camera: Camera3D = $Camera3D
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var camera_rotation: Vector2 = Vector2(0,0)
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func _ready() -> void:
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if name == Game.username:
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activated = true
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camera.current = true
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _physics_process(delta: float) -> void:
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if activated:
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if not is_on_floor():
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velocity += get_gravity() * delta
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2024-12-10 19:13:22 +01:00
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if Input.is_action_just_pressed("jump") and is_on_floor():
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2024-12-06 19:48:11 +01:00
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velocity.y = JUMP_VELOCITY
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2024-12-10 19:13:22 +01:00
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var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forwards", "move_backwards")
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2024-12-06 19:48:11 +01:00
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var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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if move_and_slide():
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pass
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Networking.player_sync_call(position, rotation)
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseMotion and activated:
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var mouse_event: InputEventMouseMotion = event
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camera_rotation = mouse_event.relative * 0.01 * 0.5
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if camera.rotation.x <= 1.6 && camera_rotation.y <= 0:
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camera.rotate(Vector3.RIGHT, -camera_rotation.y)
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elif camera.rotation.x >= -1.6 && camera_rotation.y >= 0:
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camera.rotate(Vector3.RIGHT, -camera_rotation.y)
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if camera.rotation.x >= 1.6:
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camera.rotation.x = 1.6
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elif camera.rotation.x <= -1.6:
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camera.rotation.x = -1.6
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rotate(Vector3.DOWN, camera_rotation.x)
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