add controller movement

This commit is contained in:
2025-02-12 13:11:48 +10:00
parent dc30ad4afc
commit 88eb9d54df
4 changed files with 90 additions and 22 deletions

View File

@@ -30,10 +30,12 @@ func _ready() -> void:
_camera.make_current()
func _process(_delta: float) -> void:
if global_position.y < _respawn_height:
global_position = _respawn_point
velocity = Vector3.ZERO
func _process(delta: float) -> void:
if not is_multiplayer_authority():
return
_process_respawning()
_process_controller_rotating(delta)
func _physics_process(delta: float) -> void:
@@ -54,25 +56,43 @@ func _unhandled_input(event: InputEvent) -> void:
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
if event is InputEventMouseMotion:
var mouse_event := event as InputEventMouseMotion
var sensitivity := deg_to_rad(Settings.mouse_sensitivity)
_handle_mouse_rotating(event as InputEventMouseMotion)
rotate_y(
(
-mouse_event.screen_relative.x
* sensitivity
* (-1 if Settings.invert_mouse_horizontal else 1)
)
)
_camera.rotate_x(
(
-mouse_event.screen_relative.y
* sensitivity
* (-1 if Settings.invert_mouse_vertical else 1)
)
)
_camera.rotation.x = clamp(_camera.rotation.x, -PI / 2, PI / 2)
func _process_respawning() -> void:
if global_position.y < _respawn_height:
global_position = _respawn_point
velocity = Vector3.ZERO
func _process_controller_rotating(delta: float) -> void:
var controller_raw_input := (
Input
. get_vector(
"camera_left",
"camera_right",
"camera_up",
"camera_down",
)
)
rotate_y(
(
-controller_raw_input.x
* deg_to_rad(Settings.controller_sensitivity_horizontal)
* delta
* (-1 if Settings.invert_controller_horizontal else 1)
)
)
_camera.rotate_x(
(
-controller_raw_input.y
* deg_to_rad(Settings.controller_sensitivity_vertical)
* delta
* (-1 if Settings.invert_controller_vertical else 1)
)
)
_camera.rotation.x = clampf(_camera.rotation.x, PI / -2, PI / 2)
func _lateral_movement(delta: float) -> void:
@@ -106,3 +126,24 @@ func _vertical_movement(delta: float) -> void:
func _jumping(_delta: float) -> void:
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_FORCE
func _handle_mouse_rotating(event: InputEventMouseMotion) -> void:
var sensitivity := deg_to_rad(Settings.mouse_sensitivity)
rotate_y(
(
-event.screen_relative.x
* sensitivity
* (-1 if Settings.invert_mouse_horizontal else 1)
)
)
_camera.rotate_x(
(
-event.screen_relative.y
* sensitivity
* (-1 if Settings.invert_mouse_vertical else 1)
)
)
_camera.rotation.x = clamp(_camera.rotation.x, -PI / 2, PI / 2)