extends CharacterBody3D @export var speed: float = 5.0 @export var jump_velocity = 4.5 @export var mouse_sensitivity: float = 6.0 @export var acceleration: float = 5.0 @onready var head: Node3D = %Head @onready var camera: Camera3D = %Camera # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") func _ready() -> void: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _physics_process(delta: float) -> void: if !is_on_floor(): velocity.y -= gravity * delta if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = jump_velocity var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back") var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() var temp_vel := velocity temp_vel.y = 0 var target := direction target *= speed temp_vel = temp_vel.lerp(target, acceleration * delta) velocity.x = temp_vel.x velocity.z = temp_vel.z move_and_slide() func _input(event: InputEvent) -> void: if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: head.rotation.x -= event.relative.y * mouse_sensitivity * 0.001 head.rotation.x = clamp(head.rotation.x, -PI/2.0 + 0.05, PI/2.0 - 0.05) rotation.y -= event.relative.x * mouse_sensitivity * 0.001 rotation.y = wrapf(rotation.y, 0.0, TAU) if event.is_action_pressed("ui_cancel"): var cm = Input.get_mouse_mode() Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE if cm == Input.MOUSE_MODE_CAPTURED else Input.MOUSE_MODE_CAPTURED)