extends Node class_name PlayerMovement @export var player : CharacterBody3D @export var head : Node3D @export_category("Movement") @export var movement_speed := 5.0 @export var sprint_boost := 1.3 @export var acceleration := 0.8 @export var friction_percentage := 0.1 @export var max_look_down_angle := 90.0 @export var max_look_up_angle := 90.0 @export_category("Jump") @export var min_height := 0.8 @export var max_height := 1.3 @export var time_to_peak := 0.5 @export var time_to_floor := 0.35 @onready var jump_velocity : float = (2 * max_height) / time_to_peak @onready var jump_gravity : float = (-2 * max_height) / pow(time_to_peak, 2) @onready var fall_gravity : float = (-2 * max_height) / pow(time_to_floor, 2) @onready var time_to_min_peak : float = (clampf(min_height, 0.0, max_height) / max_height) * time_to_peak @onready var min_jump_gravity : float = (-2 * clampf(min_height, 0.0, max_height)) / pow(time_to_min_peak, 2) var paused := false var zoom_factor := 1.0 var input_vector : Vector2 var can_sprint := true var sprint_zoom_factor := 0.08 var sprinting := false var jump_held = false var head_angle := 0.0 var look_sens : float : set(_value): return get: return Data.preferences.mouse_sens / 40000.0 func get_gravity() -> float: if jump_held: return jump_gravity if player.velocity.y > 0.0 else fall_gravity return min_jump_gravity if player.velocity.y > 0.0 else fall_gravity func _physics_process(delta: float) -> void: if !is_multiplayer_authority(): return var result_vector = input_vector * acceleration var velocity = Vector2(player.velocity.x, player.velocity.z) var down_velocity = player.velocity.y var movement = ((player.transform.basis.z * result_vector.y) + (player.transform.basis.x * result_vector.x)) velocity = velocity.limit_length(velocity.length() * (1.0 - friction_percentage)) velocity += Vector2(movement.x, movement.z) velocity = velocity.limit_length(movement_speed * sprint_boost if sprinting else movement_speed) player.velocity = Vector3(velocity.x, down_velocity + (get_gravity() * delta), velocity.y) player.move_and_slide() func _process(_delta: float) -> void: if !is_multiplayer_authority(): return if paused: input_vector = Vector2.ZERO return can_sprint = true input_vector = Input.get_vector("Move Left", "Move Right", "Move Forward", "Move Backward") if input_vector.y >= 0: can_sprint = false if Data.preferences.toggle_sprint: if Input.is_action_just_pressed("Sprint"): sprinting = !sprinting else: sprinting = Input.is_action_pressed("Sprint") if !can_sprint: sprinting = false if Input.is_action_just_pressed("Jump") and player.is_on_floor(): player.velocity.y = jump_velocity jump_held = true if Input.is_action_just_released("Jump"): jump_held = false func _unhandled_input(event: InputEvent) -> void: if !is_multiplayer_authority(): return if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: player.rotation.y -= event.relative.x * (look_sens / zoom_factor) * (-1 if Data.preferences.invert_lookX else 1) head_angle -= event.relative.y * (look_sens / zoom_factor) * (-1 if Data.preferences.invert_lookY else 1) head_angle = clamp(head_angle, deg_to_rad(-max_look_down_angle), deg_to_rad(max_look_up_angle)) head.rotation.x = head_angle