FluffyFloofGame/Prototypes/tiredbun-prototype-2/Player3D_true_3d.gd

49 lines
1.5 KiB
GDScript

extends CharacterBody3D
@export var SPEED = 3.5
@export var JUMP_VELOCITY = 4.5
@export var PlayerSprite: AnimatedSprite3D
# 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.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle Jump. (currently removed)
#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.
# TODO: 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 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)
if direction.x < 0 and !direction.z:
PlayerSprite.animation = "left-go"
if direction.x > 0 and !direction.z:
PlayerSprite.animation = "right-go"
if direction.z < 0:
PlayerSprite.animation = "up-go"
if direction.z > 0:
PlayerSprite.animation = "down-go"
# Check if animation should play
if (velocity.x == 0) and (velocity.z == 0): # if not
PlayerSprite.frame = 0 # set to first animation frame
PlayerSprite.stop() # stop animation
else: # if yes
PlayerSprite.play() # play animation
move_and_slide() # apply changes to position