From 9d5b80705912d85c3c7301ac0ea0afbf9372a660 Mon Sep 17 00:00:00 2001 From: fabriceci Date: Mon, 11 Oct 2021 11:30:59 +0200 Subject: Improve editor template workflow Co-Authored-By: jmb462 --- .../CharacterBody3D/basic_movement.gd | 32 ++++++++++++++++++++++ 1 file changed, 32 insertions(+) create mode 100644 modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd (limited to 'modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd') diff --git a/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd b/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd new file mode 100644 index 0000000000..ce6d67ae84 --- /dev/null +++ b/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd @@ -0,0 +1,32 @@ +# meta-description: Classic movement for gravity games (FPS, TPS, ...) + +extends _BASE_ + +const SPEED: float = 5.0 +const JUMP_FORCE: float = 4.5 + +# Get the gravity from the project settings to be synced with RigidDynamicBody nodes. +var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") + + +func _physics_process(delta: float) -> void: + # Add the gravity. + if not is_on_floor(): + motion_velocity.y -= gravity * delta + + # Handle Jump. + if Input.is_action_just_pressed("ui_accept") and is_on_floor(): + motion_velocity.y = JUMP_FORCE + + # Get the input direction and handle the movement/deceleration. + # As good practice, you should replace UI actions with custom gameplay actions. + var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") + var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() + if direction: + motion_velocity.x = direction.x * SPEED + motion_velocity.z = direction.z * SPEED + else: + motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED) + motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED) + + move_and_slide() -- cgit v1.2.3