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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()