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: Chunk = get_tree().current_scene.chunks[chunk_idx.x][chunk_idx.y][chunk_idx.z] var block: Block = chunk.blocks[block_chunk_idx.x][block_chunk_idx.y][block_chunk_idx.z] print(point, "==", block.position) #?? print(Block.Type.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()