Files
my-world/character_body_3d.gd
T

82 lines
2.7 KiB
GDScript

extends CharacterBody3D
# Настройки скорости
const WALK_SPEED = 5.0
const SPRINT_SPEED = 8.5
const JUMP_VELOCITY = 4.5
# Настройки чувствительности мыши
@export var MOUSE_SENSITIVITY: float = 0.003
# --- Настройки тряски камеры (Head Bobbing) ---
const BOB_FREQ = 2.4 # Частота покачивания
const BOB_AMP = 0.08 # Амплитуда покачивания
var bob_time: float = 0.0
# Ссылки на узлы
@onready var head: Node3D = $Camera3D
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("ui_cancel"):
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
rotate_y(-event.relative.x * MOUSE_SENSITIVITY)
head.rotate_x(-event.relative.y * MOUSE_SENSITIVITY)
head.rotation.x = clamp(head.rotation.x, deg_to_rad(-80), deg_to_rad(80))
func _physics_process(delta: float) -> void:
# 1. Гравитация
if not is_on_floor():
velocity += get_gravity() * delta
# 2. Прыжок на Пробел
if Input.is_key_pressed(KEY_SPACE) and is_on_floor():
velocity.y = JUMP_VELOCITY
# 3. Определение скорости (Спринт)
var current_speed := WALK_SPEED
if Input.is_key_pressed(KEY_SHIFT):
current_speed = SPRINT_SPEED
# 4. Управление WASD
var input_dir := Vector2.ZERO
if Input.is_key_pressed(KEY_D):
input_dir.x += 1
if Input.is_key_pressed(KEY_A):
input_dir.x -= 1
if Input.is_key_pressed(KEY_S):
input_dir.y += 1
if Input.is_key_pressed(KEY_W):
input_dir.y -= 1
input_dir = input_dir.normalized()
# 5. Движение относительно взгляда персонажа
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * current_speed
velocity.z = direction.z * current_speed
else:
velocity.x = move_toward(velocity.x, 0, current_speed)
velocity.z = move_toward(velocity.z, 0, current_speed)
# 6. Эффект тряски / раскачивания камеры (Head Bobbing)
bob_time += delta * velocity.length() * float(is_on_floor())
head.transform.origin = _head_bob(bob_time)
move_and_slide()
# Функция расчета позиционирования камеры при шагах
func _head_bob(time: float) -> Vector3:
var pos := Vector3.ZERO
pos.y = sin(time * BOB_FREQ) * BOB_AMP
pos.x = cos(time * BOB_FREQ / 2) * BOB_AMP
return pos