From 1a785420ec47c78ac3f95bd0ece08c819653f6e8 Mon Sep 17 00:00:00 2001 From: Daniel Weipert Date: Tue, 19 Nov 2024 23:13:23 +0100 Subject: next commit --- player.gd | 74 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 74 insertions(+) create mode 100644 player.gd (limited to 'player.gd') diff --git a/player.gd b/player.gd new file mode 100644 index 0000000..cf8e90e --- /dev/null +++ b/player.gd @@ -0,0 +1,74 @@ +extends CharacterBody3D + + +const SPEED = 20.0 +const JUMP_VELOCITY = 20.0 + +var acc = 0 + + +func _ready() -> void: + Input.mouse_mode = Input.MOUSE_MODE_CAPTURED + + +func _input(event: InputEvent) -> void: + if event is InputEventMouse and event.is_pressed(): + Input.mouse_mode = Input.MOUSE_MODE_CAPTURED + if event.is_action_pressed("mouse_exit"): + Input.mouse_mode = Input.MOUSE_MODE_VISIBLE + + if event is InputEventMouseMotion: + $CameraAnchor.rotate_y(deg_to_rad(clamp(-event.relative.x * 0.25, -45, 45))) + $CameraAnchor.rotate_object_local(Vector3(1,0,0), deg_to_rad(-event.relative.y * 0.25)) + + +func _process(delta: float) -> void: + if $CameraAnchor/Camera/RayCast3D.is_colliding(): + var collider = $CameraAnchor/Camera/RayCast3D.get_collider() + var point = $CameraAnchor/Camera/RayCast3D.get_collision_point() + + var block_idx = floor(point / 2) + var block_chunk_idx = Vector3( + int(floor(point.x / 2)) % 16, + int(floor(point.y / 2)) % 16, + int(floor(point.z / 2)) % 16 + ) + var chunk_idx = floor(point / (16*2)) + + acc += delta + if acc / 5 > 1.0: + acc = 0 + print(block_chunk_idx) + print(chunk_idx) + var chunk = get_tree().current_scene.chunks[chunk_idx.x][chunk_idx.y][chunk_idx.z] + var block = chunk[block_chunk_idx.x][block_chunk_idx.y][block_chunk_idx.z] + print(block) + print(Main.BlockType.keys()[block.type]) + + +func _physics_process(delta: float) -> void: + # Add the gravity. + if not is_on_floor(): + velocity += get_gravity() * delta + + # Handle jump. + if Input.is_action_just_pressed("ui_accept") and is_on_floor(): + velocity.y = JUMP_VELOCITY + + # Get the input direction and handle the movement/deceleration. + # As good practice, you should replace UI actions with custom gameplay actions. + var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") + var direction := ( + (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() + .rotated(Vector3(1, 0, 0), $CameraAnchor.rotation.x) + .rotated(Vector3(0, 1, 0), $CameraAnchor.rotation.y) + .rotated(Vector3(0, 0, 1), $CameraAnchor.rotation.z) + ) + if direction: + velocity.x = direction.x * SPEED + velocity.z = direction.z * SPEED + else: + velocity.x = move_toward(velocity.x, 0, SPEED) + velocity.z = move_toward(velocity.z, 0, SPEED) + + move_and_slide() -- cgit v1.2.3