extends CharacterBody3D const SPEED = 2.5 const JUMP_VELOCITY = 4.5 var walk_animation_time = 0 var face_rotation = null var face_left = false var combatable = false var health = 100 @onready var game = get_parent() @onready var camera = game.get_node("PlayerCamera") func _ready() -> void: $DreamerBody.look_at(game.get_node("PlayerCamera").global_position) $DreamerBody.rotation.x = 0 face_rotation = $DreamerBody.rotation.y func _physics_process(delta: float) -> void: $HealthLabel.text = str(health) if not is_on_floor(): velocity += get_gravity() * delta var viewport_half = (get_viewport().get_visible_rect().size / 2.0) var player_position = camera.unproject_position(global_transform.origin) print(viewport_half) print(player_position) if face_left: $DreamerBody.rotation.y = face_rotation + deg_to_rad(180) else: $DreamerBody.rotation.y = face_rotation if combatable: $DreamerBody/Body/ArmPivot.rotation.z = player_position.angle_to_point(get_viewport().get_mouse_position()) $HitCollision.rotation.y = -$DreamerBody/Body/ArmPivot.rotation.z + face_rotation if ($DreamerBody/Body/ArmPivot.rotation_degrees.z < -90) or ($DreamerBody/Body/ArmPivot.rotation_degrees.z > 90): face_left = true $DreamerBody/Body/ArmPivot.scale.y = -1 $DreamerBody/Body/ArmPivot.scale.x = -1 var mouse_pos = get_viewport().get_mouse_position() mouse_pos.y = (viewport_half.y) + ((viewport_half.y) - mouse_pos.y) $DreamerBody/Body/ArmPivot.rotation.z = viewport_half.angle_to_point(mouse_pos) else: face_left = false $DreamerBody/Body/ArmPivot.scale.y = 1 $DreamerBody/Body/ArmPivot.scale.x = 1 else: $DreamerBody/Body/ArmPivot.global_rotation.y = face_rotation $DreamerBody/Body/ArmPivot.scale.y = 1 $DreamerBody/Body/ArmPivot.scale.x = 1 $DreamerBody/Body/ArmPivot.rotation.z = 0 if Input.is_action_pressed("jump") and is_on_floor(): velocity.y = JUMP_VELOCITY $DreamerBody/Animator.set("parameters/jump/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE) var input_dir := Vector2.ZERO if not combatable: if input_dir.x > 0: face_left = false if input_dir.x < 0: face_left = true var direction = (camera.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED $DreamerBody/Animator.set("parameters/walk/blend_amount", abs(direction.length())) else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) $DreamerBody/Animator.set("parameters/walk/blend_amount", 0) if direction and is_on_floor(): walk_animation_time += delta * 25 $DreamerBody.position.y = sin(walk_animation_time + 1) / 16 $DreamerBody.rotation.z = sin(walk_animation_time / 2) / 16 else: walk_animation_time = 0 $DreamerBody.rotation.z /= 1 + (delta * 2.5) $DreamerBody.position.y /= 1 + (delta * 12) if is_on_floor(): $DreamerBody/Animator.set("parameters/fall/blend_amount", 0) $DreamerBody/Animator.set("parameters/leap/blend_amount", 0) else: if velocity.y < 0: $DreamerBody/Animator.set("parameters/fall/blend_amount", 1) $DreamerBody/Animator.set("parameters/leap/blend_amount", 0) else: $DreamerBody/Animator.set("parameters/fall/blend_amount", 0) $DreamerBody/Animator.set("parameters/leap/blend_amount", 1) move_and_slide() $Shadow.global_position.y = $Floorcast.get_collision_point().y + 0.01