class_name PlayerMovement extends Node @export var player: CharacterBody3D @export var head: Node3D #Most of the default values are based primarily on minecraft, but the #movement code does not replicate how movement in minecraft works @export_category("Movement") @export var movement_speed: float = 4.317 @export var toggle_sprint: bool = true @export var sprint_boost: float = 1.3 @export var acceleration: float = 0.9 @export var friction_percentage: float = 0.1 @export_range(0.0, 90.0) var max_look_down_angle: float = 90.0 @export_range(0.0, 90.0) var max_look_up_angle: float = 90.0 @export var air_control: bool = true @export_category("Jump") @export var min_height: float = 1.25 @export var max_height: float = 1.25 @export var time_to_peak: float = 0.3 @export var time_to_floor: float = 0.3 @export_category("Look") @export_range(1.0, 100.0) var sensitivity: float = 28.0 @export var invert_y: bool = false @export var invert_x: bool = false @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: bool = false var zoom_factor: float = 1.0 var input_vector: Vector2 = Vector2.ZERO var look_vector: Vector2 = Vector2.ZERO var joystick_deadzone: float = 0.12 var can_sprint: bool = true var sprint_zoom_factor: float = 0.08 var sprinting: bool = false var jump_held: bool = false var head_angle: float = 0.0 var look_sens: float : set(_value): return get: return sensitivity / 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: Vector2 = input_vector * acceleration var velocity: Vector2 = Vector2(player.velocity.x, player.velocity.z) var down_velocity: float = player.velocity.y var movement: Vector3 = ((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) if air_control or player.is_on_floor(): player.velocity = Vector3(velocity.x, down_velocity + (get_gravity() * delta), velocity.y) else: player.velocity = Vector3(player.velocity.x, down_velocity + (get_gravity() * delta), player.velocity.z) 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 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 look_vector.x = Input.get_joy_axis(0, JOY_AXIS_RIGHT_X) look_vector.y = Input.get_joy_axis(0, JOY_AXIS_RIGHT_Y) if look_vector.length_squared() <= joystick_deadzone: look_vector = Vector2(0.0, 0.0) player.rotation.y -= look_vector.x * 0.02 head_angle -= look_vector.y * 0.02 head_angle = clamp(head_angle, deg_to_rad(-max_look_down_angle), deg_to_rad(max_look_up_angle)) head.rotation.x = head_angle 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 invert_x else 1) head_angle -= event.relative.y * (look_sens / zoom_factor) * (-1 if invert_y 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 elif event is InputEventJoypadMotion: if event.axis == JOY_AXIS_RIGHT_X: look_vector.x = event.axis_value elif event.axis == JOY_AXIS_RIGHT_Y: look_vector.y = event.axis_value