67 lines
2.4 KiB
GDScript
67 lines
2.4 KiB
GDScript
extends CharacterBody3D
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const WALK_SPEED = 6.0
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const CHARGE_SPEED = 180.0
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const WALK_ACCEL = 14.0
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const CHARGE_ACCEL = 40.0 # snaps to charge speed quickly — burst feel
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const DECELERATION = 12.0
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const CHARGE_DECEL = 3.5 # momentum lingers after releasing shift
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const WALK_TURN_FAST = 8.0 # rad/s at rest
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const WALK_TURN_SLOW = 3.5 # rad/s at full walk speed
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const CHARGE_TURN = 0.55 # rad/s — ~31 deg/s, very wide committed arc
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const JUMP_VELOCITY = 4.5
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@export var visual_turn_speed: float = 12.0
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@onready var camera_pivot: Node3D = $SpringArmPivot
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@onready var cube_guy: Node3D = $bull_v10
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var current_speed: float = 0.0
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var facing_angle: float = 0.0
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity += get_gravity() * delta
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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var cam_basis := camera_pivot.global_transform.basis
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var flat_forward := -Vector3(cam_basis.z.x, 0.0, cam_basis.z.z).normalized()
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var flat_right := Vector3(cam_basis.x.x, 0.0, cam_basis.x.z).normalized()
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var direction := (flat_forward * -input_dir.y + flat_right * input_dir.x).normalized()
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# Logic for mimicking 4 legged animal movement
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if direction:
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var target_angle := atan2(direction.x, direction.z)
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# Snap on first movement so there is no startup arc from 0
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if current_speed < 0.01:
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facing_angle = target_angle
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var charging := Input.is_key_pressed(KEY_SHIFT)
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var speed_t: float = clampf(current_speed / WALK_SPEED, 0.0, 1.0)
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var turn_rate: float = CHARGE_TURN if charging else lerpf(WALK_TURN_FAST, WALK_TURN_SLOW, speed_t)
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var diff := wrapf(target_angle - facing_angle, -PI, PI)
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facing_angle += clampf(diff, -turn_rate * delta, turn_rate * delta)
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var top_speed: float = CHARGE_SPEED if charging else WALK_SPEED
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var accel: float = CHARGE_ACCEL if charging else WALK_ACCEL
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current_speed = move_toward(current_speed, top_speed, accel * delta)
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else:
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var charging := Input.is_key_pressed(KEY_SHIFT)
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var decel: float = CHARGE_DECEL if charging else DECELERATION
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current_speed = move_toward(current_speed, 0.0, decel * delta)
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velocity.x = sin(facing_angle) * current_speed
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velocity.z = cos(facing_angle) * current_speed
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cube_guy.rotation.y = lerp_angle(cube_guy.rotation.y, facing_angle, delta * visual_turn_speed)
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move_and_slide()
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