class_name Player extends CharacterBody3D @export var current_map: String var SPEED_BASE: float = 2 var SPEED_CROUCHED: float = 1 var SPEED_RUNNING: float = 4 var SPEED_CROUCH_RUN: float = 2 var JUMP_HEIGHT_BASE: float = 0.6 var JUMP_HEIGHT_CROUCHED: float = 0.2 var JUMP_HEIGHT_RUNNING: float = 0.8 var JUMP_HEIGHT_CROUCH_RUN: float = 0.4 var speed: float = SPEED_BASE # m/s var acceleration: float = 100 # m/s^2 var jump_height: float = JUMP_HEIGHT_BASE # m var camera_sens: float = 3 var interact: bool = true var jumping: bool = false var crouched: bool = false var running: bool = false var mouse_captured: bool = false var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") var move_dir: Vector2 # Input direction for movement var look_dir: Vector2 # Input direction for look/aim var walk_vel: Vector3 # Walking velocity var grav_vel: Vector3 # Gravity velocity var jump_vel: Vector3 # Jumping velocity @onready var camera: Camera3D = $Camera func _ready() -> void: capture_mouse() if ($Camera.fov != GlobalVariables.FOV): $Camera.fov = GlobalVariables.FOV func _unhandled_input(event: InputEvent) -> void: if (interact): if event is InputEventMouseMotion: look_dir = event.relative * 0.001 if mouse_captured: _rotate_camera() if event.is_action_pressed(&"fullscreen"): if (!DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN): DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN) else: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) elif event.is_action_pressed(&"freeroam_open_menu"): if (!interact): interact = true capture_mouse() $InGameMenu.visible = false else: interact = false release_mouse() $InGameMenu.visible = true $InGameMenu/Buttons/ReturnButton.grab_focus() pass elif event.is_action_pressed(&"freeroam_debug_menu"): $DebugMenu.visible = !$DebugMenu.visible func _physics_process(delta: float) -> void: if (interact): if Input.is_action_just_pressed(&"freeroam_jump"): jumping = true elif Input.is_action_just_pressed(&"freeroam_crouch"): $CShape.shape.height = 1.0 $Camera.position.y = 1.0 if (running): speed = SPEED_CROUCH_RUN jump_height = JUMP_HEIGHT_CROUCH_RUN else: speed = SPEED_CROUCHED jump_height = JUMP_HEIGHT_CROUCHED crouched = true elif Input.is_action_just_released(&"freeroam_crouch"): $CShape.shape.height = 1.8 $Camera.position.y = 1.7 if (running): speed = SPEED_RUNNING jump_height = JUMP_HEIGHT_RUNNING else: speed = SPEED_BASE jump_height = JUMP_HEIGHT_BASE crouched = false elif Input.is_action_just_pressed(&"freeroam_run"): if (crouched): speed = SPEED_CROUCH_RUN jump_height = JUMP_HEIGHT_CROUCH_RUN else: speed = SPEED_RUNNING jump_height = JUMP_HEIGHT_RUNNING running = true elif Input.is_action_just_released(&"freeroam_run"): if (crouched): speed = SPEED_CROUCHED jump_height = JUMP_HEIGHT_CROUCHED else: speed = SPEED_BASE jump_height = JUMP_HEIGHT_BASE running = false elif Input.is_action_just_pressed(&"freeroam_toggle_flashlight"): $Camera/Flashlight.visible = !$Camera/Flashlight.visible if mouse_captured: _handle_joypad_camera_rotation(delta) velocity = _walk(delta) + _gravity(delta) + _jump(delta) move_and_slide() func capture_mouse() -> void: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) mouse_captured = true func release_mouse() -> void: Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) mouse_captured = false func _rotate_camera(sens_mod: float = 1.0) -> void: camera.rotation.y -= look_dir.x * camera_sens * sens_mod camera.rotation.x = clamp(camera.rotation.x - look_dir.y * camera_sens * sens_mod, -1.5, 1.5) func _handle_joypad_camera_rotation(delta: float, sens_mod: float = 1.0) -> void: var joypad_dir: Vector2 = Input.get_vector(&"freeroam_look_left", &"freeroam_look_right", &"freeroam_look_up", &"freeroam_look_down") if joypad_dir.length() > 0: look_dir += joypad_dir * delta _rotate_camera(sens_mod) look_dir = Vector2.ZERO func _walk(delta: float) -> Vector3: move_dir = Input.get_vector(&"freeroam_move_left", &"freeroam_move_right", &"freeroam_move_forward", &"freeroam_move_backward") var _forward: Vector3 = camera.global_transform.basis * Vector3(move_dir.x, 0, move_dir.y) var walk_dir: Vector3 = Vector3(_forward.x, 0, _forward.z).normalized() walk_vel = walk_vel.move_toward(walk_dir * speed * move_dir.length(), acceleration * delta) return walk_vel func _gravity(delta: float) -> Vector3: grav_vel = Vector3.ZERO if is_on_floor() else grav_vel.move_toward(Vector3(0, velocity.y - gravity, 0), gravity * delta) return grav_vel func _jump(delta: float) -> Vector3: if jumping: if is_on_floor(): jump_vel = Vector3(0, sqrt(4 * jump_height * gravity), 0) jumping = false return jump_vel jump_vel = Vector3.ZERO if is_on_floor() or is_on_ceiling_only() else jump_vel.move_toward(Vector3.ZERO, gravity * delta) return jump_vel