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Example 3D character script


extends CharacterBody3D

const SPEED = 5.0
const JUMP_VELOCITY = 4.5
@export var mouse_sensitivity := 0.002
@export var max_look_angle := 80.0

@onready var camera_pivot := $CameraPivot
var pitch := 0.0
var last_y := 0

func _ready():
	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

func _physics_process(delta: float) -> void:
	# Add the gravity.
	if not is_on_floor():
		velocity += get_gravity() * delta

	# Handle jump.
	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.
	# As good practice, you should 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)

	move_and_slide()
	if int(last_y) != int(global_position.y):
		print(global_position.y)
	
	last_y = global_position.y

func _unhandled_input(event):
	if event.is_action_pressed("ui_cancel"):
		if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
			Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
		else:
			Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
	
	if event is InputEventMouseMotion:
		# Yaw: rotate the body
		rotate_y(-event.relative.x * mouse_sensitivity)

		# Pitch: rotate the camera pivot
		pitch -= event.relative.y * mouse_sensitivity
		pitch = clamp(pitch, deg_to_rad(-max_look_angle), deg_to_rad(max_look_angle))
		camera_pivot.rotation.x = pitch