Add player movement and test world foundation

This commit is contained in:
Alexander Sellite 2026-07-25 10:42:21 -04:00
parent 6741a9fa5e
commit dd2563c0d8
6 changed files with 387 additions and 0 deletions

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player/player.gd Normal file
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class_name Player
extends CharacterBody3D
@export_category("Movement")
@export var walk_speed: float = 5.0
@export var sprint_speed: float = 8.0
@export var sneak_speed: float = 2.0
@export var slow_walk_speed: float = 3.25
@export var jump_velocity: float = 6.0
@export var body_rotation_speed: float = 12.0
@export_category("Camera")
@export var mouse_sensitivity: float = 0.005
@export var controller_camera_speed: float = 2.5
@export_range(0.0, 1.0, 0.01) var controller_camera_deadzone: float = 0.2
@export_range(-89.0, 0.0, 0.5) var minimum_pitch_degrees: float = -65.0
@export_range(0.0, 89.0, 0.5) var maximum_pitch_degrees: float = 45.0
@export var minimum_zoom: float = 2.0
@export var maximum_zoom: float = 8.0
@export var zoom_step: float = 0.75
@export var zoom_smoothing: float = 12.0
@onready var _visuals: Node3D = %Visuals
@onready var _camera_yaw: Node3D = %CameraYaw
@onready var _camera_pitch: Node3D = %CameraPitch
@onready var _spring_arm: SpringArm3D = %SpringArm3D
var _gravity: float = float(ProjectSettings.get_setting("physics/3d/default_gravity"))
var _camera_dragging: bool = false
var _target_zoom: float = 5.0
func _ready() -> void:
_target_zoom = clampf(_spring_arm.spring_length, minimum_zoom, maximum_zoom)
_spring_arm.spring_length = _target_zoom
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y -= _gravity * delta
elif Input.is_action_just_pressed("jump"):
velocity.y = jump_velocity
var input_vector: Vector2 = Input.get_vector(
"move_left",
"move_right",
"move_forward",
"move_backward"
)
var camera_basis: Basis = _camera_yaw.global_basis
var move_direction: Vector3 = camera_basis.x * input_vector.x + camera_basis.z * input_vector.y
move_direction.y = 0.0
var input_strength: float = minf(input_vector.length(), 1.0)
move_direction = move_direction.normalized()
var speed: float = _get_current_speed()
velocity.x = move_direction.x * speed * input_strength
velocity.z = move_direction.z * speed * input_strength
if not move_direction.is_zero_approx():
var target_rotation: float = atan2(-move_direction.x, -move_direction.z)
_visuals.rotation.y = lerp_angle(
_visuals.rotation.y,
target_rotation,
1.0 - exp(-body_rotation_speed * delta)
)
move_and_slide()
func _process(delta: float) -> void:
if _camera_dragging and not Input.is_action_pressed("camera_drag"):
_camera_dragging = false
var stick: Vector2 = Vector2(
Input.get_joy_axis(0, JOY_AXIS_RIGHT_X),
Input.get_joy_axis(0, JOY_AXIS_RIGHT_Y)
)
if stick.length() > controller_camera_deadzone:
var adjusted_strength: float = (
(stick.length() - controller_camera_deadzone)
/ (1.0 - controller_camera_deadzone)
)
_rotate_camera(stick.normalized() * adjusted_strength * controller_camera_speed * delta)
var zoom_weight: float = 1.0 - exp(-zoom_smoothing * delta)
_spring_arm.spring_length = lerpf(_spring_arm.spring_length, _target_zoom, zoom_weight)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action("camera_drag"):
_camera_dragging = event.is_pressed()
get_viewport().set_input_as_handled()
return
if event is InputEventMouseMotion and _camera_dragging:
_rotate_camera(event.relative * mouse_sensitivity)
get_viewport().set_input_as_handled()
return
if event.is_action_pressed("camera_zoom_in"):
_set_target_zoom(_target_zoom - zoom_step)
get_viewport().set_input_as_handled()
elif event.is_action_pressed("camera_zoom_out"):
_set_target_zoom(_target_zoom + zoom_step)
get_viewport().set_input_as_handled()
func _get_current_speed() -> float:
if Input.is_action_pressed("sneak"):
return sneak_speed
if Input.is_action_pressed("slow_walk"):
return slow_walk_speed
if Input.is_action_pressed("sprint"):
return sprint_speed
return walk_speed
func _rotate_camera(delta_rotation: Vector2) -> void:
_camera_yaw.rotation.y -= delta_rotation.x
_camera_pitch.rotation.x = clampf(
_camera_pitch.rotation.x - delta_rotation.y,
deg_to_rad(minimum_pitch_degrees),
deg_to_rad(maximum_pitch_degrees)
)
func _set_target_zoom(value: float) -> void:
_target_zoom = clampf(value, minimum_zoom, maximum_zoom)

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player/player.gd.uid Normal file
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uid://bq7sx58c1ata2

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player/player.tscn Normal file
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[gd_scene load_steps=7 format=3]
[ext_resource type="Script" path="res://player/player.gd" id="1_script"]
[sub_resource type="CapsuleShape3D" id="PlayerShape"]
radius = 0.45
height = 1.8
[sub_resource type="CapsuleMesh" id="PlayerMesh"]
radius = 0.45
height = 1.8
[sub_resource type="StandardMaterial3D" id="PlayerMaterial"]
albedo_color = Color(0.95, 0.48, 0.18, 1)
[sub_resource type="BoxMesh" id="FacingMarkerMesh"]
size = Vector3(0.24, 0.2, 0.4)
[sub_resource type="StandardMaterial3D" id="FacingMarkerMaterial"]
albedo_color = Color(0.12, 0.18, 0.28, 1)
[node name="Player" type="CharacterBody3D"]
collision_layer = 2
collision_mask = 1
script = ExtResource("1_script")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
position = Vector3(0, 0.9, 0)
shape = SubResource("PlayerShape")
[node name="Visuals" type="Node3D" parent="."]
unique_name_in_owner = true
[node name="MeshInstance3D" type="MeshInstance3D" parent="Visuals"]
position = Vector3(0, 0.9, 0)
mesh = SubResource("PlayerMesh")
material_override = SubResource("PlayerMaterial")
[node name="FacingMarker" type="MeshInstance3D" parent="Visuals"]
position = Vector3(0, 1.0, -0.55)
mesh = SubResource("FacingMarkerMesh")
material_override = SubResource("FacingMarkerMaterial")
[node name="CameraYaw" type="Node3D" parent="."]
unique_name_in_owner = true
position = Vector3(0, 1.35, 0)
[node name="CameraPitch" type="Node3D" parent="CameraYaw"]
unique_name_in_owner = true
rotation = Vector3(-0.261799, 0, 0)
[node name="SpringArm3D" type="SpringArm3D" parent="CameraYaw/CameraPitch"]
unique_name_in_owner = true
spring_length = 5.0
margin = 0.15
collision_mask = 1
[node name="Camera3D" type="Camera3D" parent="CameraYaw/CameraPitch/SpringArm3D"]
current = true