working on player character

This commit is contained in:
2025-06-23 21:29:10 -05:00
parent 6bd069a7e2
commit 4d27d00b73
10 changed files with 265 additions and 56 deletions

61
Scripts/mouse_pos.gd Normal file
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# GLOBAL SCRIPT. ACCESS via RaycastSystem.foo()
# Raycast queries are defined here. All other modules can use it.
extends Node3D
const RAY_LENGTH := 1000
"""
Uses default collision_mask. But can be overrided for custom collision
mask/layers.
Output format:
output_dict = {
"collider": None, # The colliding object (if any)
"collider_id": None, # The colliding object's ID (if any)
"normal": [0, 0, 0], # The surface normal at the intersection point
"position": [0, 0, 0], # The intersection point
"face_index": -1, # The face index at the intersection point
"rid": None, # The intersecting object's RID
"shape": None # The shape index of the colliding shape
}
"""
# Returns raycast result after it hits an object in the world.
# @return Dictionary or null
func _do_raycast_on_mouse_position(collision_mask: int = 0b00000000_00000000_00000000_00000001):
# Raycast related code
var space_state = get_world_3d().direct_space_state
var cam = get_viewport().get_camera_3d()
var mousepos = get_viewport().get_mouse_position()
var origin = cam.project_ray_origin(mousepos)
var end = origin + cam.project_ray_normal(mousepos) * RAY_LENGTH
var query = PhysicsRayQueryParameters3D.create(origin, end)
query.collide_with_areas = true
query.collision_mask = collision_mask
var result = space_state.intersect_ray(query) # raycast result
return result
# # # # # # # # # # # # # # # # # #
# # # # # # # # # # # # # # # # # #
# API below:
# Gets ray-cast hit position from camera to world.
# @return Vector3 or null
func get_mouse_world_position(collision_mask: int = 0b00000000_00000000_00000000_00000001):
var raycast_result = _do_raycast_on_mouse_position(collision_mask)
if raycast_result:
return raycast_result.position
return null
# Gets ray-cast hit object from camera to world.
# @return Object or null
func get_raycast_hit_object(collision_mask: int = 0b00000000_00000000_00000000_00000001):
var raycast_result = _do_raycast_on_mouse_position(collision_mask)
if raycast_result:
return raycast_result.collider
return null

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Scripts/mouse_pos.gd.uid Normal file
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uid://jinjgqiuwyt7

34
Scripts/player.gd Normal file
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extends CharacterBody3D
class_name Player
var input_dir
@onready var body: MeshInstance3D = $Body
const MOVE_SPEED = 10.0
const MOVE_TRANSITION_SPEED = 7.0
func _physics_process(delta: float) -> void:
if is_on_floor():
standard_movement(delta)
body_look_at_mouse()
apply_gravity(delta)
move_and_slide()
func body_look_at_mouse():
var mouse_raycast = MousePos.get_mouse_world_position()
if mouse_raycast != null:
body.look_at(Vector3(mouse_raycast.x,body.global_position.y,mouse_raycast.y),Vector3.UP)
func apply_gravity(delta):
if !is_on_floor():
velocity.y -= 9.8 * delta
func standard_movement(delta):
input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
if input_dir != null:
velocity.x = lerp(velocity.x, input_dir.x * MOVE_SPEED,delta * MOVE_TRANSITION_SPEED)
velocity.z = lerp(velocity.z, input_dir.y * MOVE_SPEED,delta * MOVE_TRANSITION_SPEED)

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Scripts/player.gd.uid Normal file
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uid://bcgt64gerg8pv

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Scripts/player_camera.gd Normal file
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extends Camera3D
class_name PlayerCamera
@export var player : Player
const CAM_MOVE_SPEED = 5
func _physics_process(delta: float) -> void:
follow_player(delta)
func follow_player(delta):
var player_pos = player.global_position
global_position.x = lerp(global_position.x,player_pos.x,delta * CAM_MOVE_SPEED)
global_position.z = lerp(global_position.z,player_pos.z,delta * CAM_MOVE_SPEED)

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uid://bici4k5vkuoos