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64
NewFPS.gd
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64
NewFPS.gd
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extends KinematicBody
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export var speed = 10 # Player movement speed
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export var mouse_sensitivity = 0.1 # Camera sensitivity
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export var jump = 10
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onready var head = $Head
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onready var ground_check = $GroundCheck
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var h_acceleration = 6
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var air_acceleration = 1
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var normal_acceleration = 6
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var gravity = 20
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var full_contact = false
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var direction = Vector3()
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var h_velocity = Vector3()
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var movement = Vector3()
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var gravity_vec = Vector3()
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func _ready():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _input(event):
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if event is InputEventMouseMotion:
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rotate_y(deg2rad(-event.relative.x * mouse_sensitivity))
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head.rotate_x(deg2rad(-event.relative.y * mouse_sensitivity))
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head.rotation.x = clamp(head.rotation.x, deg2rad(-89), deg2rad(89))
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func _physics_process(delta):
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direction = Vector3()
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full_contact = ground_check.is_colliding()
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if not is_on_floor():
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gravity_vec += Vector3.DOWN * gravity * delta
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h_acceleration = air_acceleration
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elif is_on_floor() and full_contact:
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gravity_vec = -get_floor_normal() * gravity
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h_acceleration = normal_acceleration
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else:
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gravity_vec = -get_floor_normal()
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h_acceleration = normal_acceleration
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if Input.is_action_just_pressed("jump") and (is_on_floor() or full_contact):
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gravity_vec = Vector3.UP * jump
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if Input.is_action_pressed("move_forward"):
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direction -= transform.basis.z
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elif Input.is_action_pressed("move_back"):
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direction += transform.basis.z
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if Input.is_action_pressed("move_left"):
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direction -= transform.basis.x
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elif Input.is_action_pressed("move_right"):
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direction += transform.basis.x
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direction = direction.normalized()
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h_velocity = h_velocity.linear_interpolate(direction * speed, h_acceleration * delta)
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movement.z = h_velocity.z + gravity_vec.z
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movement.x = h_velocity.x + gravity_vec.x
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movement.y = gravity_vec.y
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move_and_slide(movement, Vector3.UP)
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