cave-of-dreams/scripts/player.gd

57 lines
1.6 KiB
GDScript

extends CharacterBody3D
const SPEED = 2.5
const JUMP_VELOCITY = 4.5
var walk_animation_time = 0
@onready var game = get_parent()
func _ready() -> void:
$DreamerBody.look_at(game.get_node("PlayerCamera").global_position)
$DreamerBody.rotation.x = 0
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
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 := Input.get_vector("move_left", "move_right", "move_up", "move_down")
var direction := (transform.basis * Vector3(input_dir.y + input_dir.x, 0, input_dir.y - input_dir.x)).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) / 8
$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)
else:
$DreamerBody/Animator.set("parameters/fall/blend_amount", 1)
move_and_slide()
$Shadow.global_position.y = $Floorcast.get_collision_point().y + 0.01