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extends PlayerState
var input_dir: Vector2
func unhandled_input(event):
if event is InputEventMouseMotion:
player.rotate_y(-event.relative.x * player.look_sensitivity)
player.camera_pivot.rotate_x(-event.relative.y * player.look_sensitivity)
player.camera_pivot.rotation.x = clamp(player.camera_pivot.rotation.x, -PI/2, PI/2)
player.character.set_camera_angle(player.camera_pivot.rotation.x)
func process(delta):
return
func physics_process(delta):
# Add the gravity.
if not player.is_on_floor():
player.velocity.y -= player.gravity * delta
# Handle Jump.
if Input.is_action_just_pressed("jump") and player.is_on_floor():
player.velocity.y = player.JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
input_dir = Input.get_vector("move_left", "move_right",
"move_forward", "move_backward")
var direction = (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
player.velocity.x = direction.x * player.SPEED
player.velocity.z = direction.z * player.SPEED
else:
player.velocity.x = move_toward(player.velocity.x, 0, player.SPEED)
player.velocity.z = move_toward(player.velocity.z, 0, player.SPEED)
player.move_and_slide()
if Input.is_action_just_pressed("ui_cancel"):
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE else Input.MOUSE_MODE_VISIBLE
if Input.is_action_just_pressed("shoot"):
player.shoot()
func enter(msg: ={}):
return
func exit():
pass