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A Thousand Ships 0343cedd48 General proofreading (#1262)
* General proofreading for grammar and spelling
* General formatting
* Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
2025-10-11 01:39:59 -07:00

75 lines
2.5 KiB
GDScript

extends CharacterBody3D
signal hit
## How fast the player moves in meters per second.
@export var speed = 14
## Vertical impulse applied to the character upon jumping in meters per second.
@export var jump_impulse = 20
## Vertical impulse applied to the character upon bouncing over a mob in meters per second.
@export var bounce_impulse = 16
## The downward acceleration when in the air, in meters per second.
@export var fall_acceleration = 75
func _physics_process(delta):
var direction = Vector3.ZERO
if Input.is_action_pressed(&"move_right"):
direction.x += 1
if Input.is_action_pressed(&"move_left"):
direction.x -= 1
if Input.is_action_pressed(&"move_back"):
direction.z += 1
if Input.is_action_pressed(&"move_forward"):
direction.z -= 1
if direction != Vector3.ZERO:
# In the lines below, we turn the character when moving and make the animation play faster.
direction = direction.normalized()
# Setting the basis property will affect the rotation of the node.
basis = Basis.looking_at(direction)
$AnimationPlayer.speed_scale = 4
else:
$AnimationPlayer.speed_scale = 1
velocity.x = direction.x * speed
velocity.z = direction.z * speed
# Jumping.
if is_on_floor() and Input.is_action_just_pressed(&"jump"):
velocity.y += jump_impulse
# We apply gravity every frame so the character always collides with the ground when moving.
# This is necessary for the is_on_floor() function to work as a body can always detect
# the floor, walls, etc. when a collision happens the same frame.
velocity.y -= fall_acceleration * delta
move_and_slide()
# Here, we check if we landed on top of a mob and if so, we kill it and bounce.
# With move_and_slide(), Godot makes the body move sometimes multiple times in a row to
# smooth out the character's motion. So we have to loop over all collisions that may have
# happened.
# If there are no "slides" this frame, the loop below won't run.
for index in range(get_slide_collision_count()):
var collision = get_slide_collision(index)
if collision.get_collider().is_in_group(&"mob"):
var mob = collision.get_collider()
if Vector3.UP.dot(collision.get_normal()) > 0.1:
mob.squash()
velocity.y = bounce_impulse
# Prevent this block from running more than once,
# which would award the player more than 1 point for squashing a single mob.
break
# This makes the character follow a nice arc when jumping
rotation.x = PI / 6 * velocity.y / jump_impulse
func die():
hit.emit()
queue_free()
func _on_MobDetector_body_entered(_body):
die()