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2026-05-02 19:54:53 -03:00
parent 9db1e98761
commit d01e2e8578
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extends CharacterBody3D
const SPEED = 200.0
const JUMP_VELOCITY = 10.0
@onready var animator = get_node("gobot/AnimationPlayer") as AnimationPlayer
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
@export var view : Node3D
var movement_velocity : Vector3
var rotation_direction : float
func _physics_process(delta: float) -> void:
handle_input(delta)
apply_gravity(delta)
jump()
handle_animations()
var applied_velocity : Vector3
applied_velocity = velocity.lerp(movement_velocity, delta * 10)
applied_velocity.y = -gravity
velocity = applied_velocity
move_and_slide()
if Vector2(velocity.z, velocity.x).length() > 0:
rotation_direction = Vector2(velocity.z, velocity.x).angle()
rotation.y = lerp_angle(rotation.y, rotation_direction, delta * 10)
func handle_input(delta):
var input := Vector3.ZERO
input.x = Input.get_axis("move_left", "move_right")
input.z = Input.get_axis("move_backward", "move_foward")
input = input.rotated(Vector3.UP, view.rotation.y).normalized()
velocity = input * SPEED * delta
func handle_animations():
if is_on_floor():
if abs(velocity.x) > 1 or abs(velocity.z) > 1:
animator.play("Run", 0.3)
else:
animator.play("Idle", 0.3)
else:
animator.play("Jump", 0.3)
if !is_on_floor() and gravity > 2:
animator.play("Fall", 0.3)
func apply_gravity(delta):
if not is_on_floor():
gravity += 25 * delta
func jump():
if Input.is_action_just_pressed("move_jump") and is_on_floor():
gravity = -JUMP_VELOCITY
if gravity > 0 and is_on_floor():
gravity = 0