barebones placeholder character controller
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@ -3,9 +3,9 @@ extends Node3D
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func _ready():
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add_child($Dungeon.generate_geometry())
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$Camera.position = $Dungeon.get_spawn_point()
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$Camera.position.y += 0.5
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$Player.position = $Dungeon.get_spawn_point()
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$Player.position.y += 0.5
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func _process(delta):
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$Camera.rotate_y(0.01)
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pass
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64
Scripts/Player.gd
Normal file
64
Scripts/Player.gd
Normal file
@ -0,0 +1,64 @@
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extends CharacterBody3D
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@export var camera: Camera3D
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const VIEW_BOB_FREQUENCY = 8
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const VIEW_BOB_AMPLITUDE = 0.03
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var speed := 2
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var turn_speed_sec := 0.1
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var turn_degrees := 90
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var view_bob_time := 0.0 # increased while velocity is not zero
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func _get_input() -> Vector3:
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var input_dir := Vector3()
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if Input.is_action_pressed("move_forward"):
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input_dir -= global_transform.basis.z
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if Input.is_action_pressed("move_backward"):
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input_dir += global_transform.basis.z
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return input_dir.normalized()
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func _process_view_bobbing(delta: float) -> void:
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view_bob_time += delta * velocity.length()
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camera.position.y = sin(view_bob_time * VIEW_BOB_FREQUENCY) * VIEW_BOB_AMPLITUDE
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camera.position.x = cos(view_bob_time * (VIEW_BOB_FREQUENCY / 2)) * VIEW_BOB_AMPLITUDE
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func _ready() -> void:
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pass
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("turn_left"):
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create_tween().tween_property(
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self,
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"rotation_degrees:y",
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rotation_degrees.y + turn_degrees,
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turn_speed_sec
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)
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if event.is_action_pressed("turn_right"):
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create_tween().tween_property(
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self,
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"rotation_degrees:y",
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rotation_degrees.y - turn_degrees,
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turn_speed_sec
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)
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func _process(delta: float) -> void:
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_process_view_bobbing(delta)
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func _physics_process(delta: float) -> void:
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# TODO
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#velocity.y += gravity * delta
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var final_velocity = _get_input() * speed
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velocity.x = final_velocity.x
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velocity.z = final_velocity.z
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move_and_slide()
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