virtualx-engine/demos/3d/kinematic_char/cubio.gd

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extends KinematicBody
# Member variables
var g = -9.8
var vel = Vector3()
const MAX_SPEED = 5
const JUMP_SPEED = 7
const ACCEL= 2
const DEACCEL= 4
const MAX_SLOPE_ANGLE = 30
func _fixed_process(delta):
var dir = Vector3() # Where does the player intend to walk to
var cam_xform = get_node("target/camera").get_global_transform()
if (Input.is_action_pressed("move_forward")):
dir += -cam_xform.basis[2]
if (Input.is_action_pressed("move_backwards")):
dir += cam_xform.basis[2]
if (Input.is_action_pressed("move_left")):
dir += -cam_xform.basis[0]
if (Input.is_action_pressed("move_right")):
dir += cam_xform.basis[0]
dir.y = 0
dir = dir.normalized()
vel.y += delta*g
var hvel = vel
hvel.y = 0
var target = dir*MAX_SPEED
var accel
if (dir.dot(hvel) > 0):
accel = ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel*delta)
vel.x = hvel.x
vel.z = hvel.z
var motion = move(vel*delta)
var on_floor = false
var original_vel = vel
var floor_velocity = Vector3()
var attempts = 4
while(is_colliding() and attempts):
var n = get_collision_normal()
if (rad2deg(acos(n.dot(Vector3(0, 1, 0)))) < MAX_SLOPE_ANGLE):
# If angle to the "up" vectors is < angle tolerance,
# char is on floor
floor_velocity = get_collider_velocity()
on_floor = true
motion = n.slide(motion)
vel = n.slide(vel)
if (original_vel.dot(vel) > 0):
# Do not allow to slide towads the opposite direction we were coming from
motion=move(motion)
if (motion.length() < 0.001):
break
attempts -= 1
if (on_floor and floor_velocity != Vector3()):
move(floor_velocity*delta)
if (on_floor and Input.is_action_pressed("jump")):
vel.y = JUMP_SPEED
var crid = get_node("../elevator1").get_rid()
func _ready():
set_fixed_process(true)
func _on_tcube_body_enter(body):
get_node("../ty").show()