extends KinematicBody export var speed = 40 export var h_acceleration = 6 export var air_acceleration = 1 export var normal_acceleration = 6 export var gravity = 100 export var jump = 30 export var mouse_sensitivity = 0.03 var bottom_boudaries = -20 var full_contact = false var direction = Vector3() var h_velocity = Vector3() var movement = Vector3() var gravity_vec = Vector3() onready var head = $Head onready var ground_check = $GroundCheck func _ready(): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _input(event): if event is InputEventMouseMotion: rotate_y(deg2rad(-event.relative.x * mouse_sensitivity)) head.rotate_x(deg2rad(-event.relative.y * mouse_sensitivity)) head.rotation.x = clamp(head.rotation.x, deg2rad(-89), deg2rad(89)) func _physics_process(delta): if global_transform.origin.y < bottom_boudaries: global_transform.origin.x = 0 global_transform.origin.y = 10 global_transform.origin.z = 0 direction = Vector3() full_contact = ground_check.is_colliding() if not is_on_floor(): gravity_vec += Vector3.DOWN * gravity * delta h_acceleration = air_acceleration elif is_on_floor() and full_contact: gravity_vec = -get_floor_normal() * gravity h_acceleration = normal_acceleration else: gravity_vec = -get_floor_normal() h_acceleration = normal_acceleration if Input.is_action_just_pressed("jump") and (is_on_floor() or ground_check.is_colliding()): gravity_vec = Vector3.UP * jump if Input.is_action_pressed("move_forward"): direction -= transform.basis.z elif Input.is_action_pressed("move_backward"): direction += transform.basis.z if Input.is_action_pressed("move_left"): direction -= transform.basis.x elif Input.is_action_pressed("move_right"): direction += transform.basis.x direction = direction.normalized() h_velocity = h_velocity.linear_interpolate(direction * speed, h_acceleration * delta) movement.z = h_velocity.z + gravity_vec.z movement.x = h_velocity.x + gravity_vec.x movement.y = gravity_vec.y move_and_slide(movement, Vector3.UP)