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class_name MovementComponent
extends Node
@export var move_speed := 4.5
@export var jump_velocity := 4.5
@export var deceleration := 0.75
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var body: Character
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var direction: Vector3
var gravity: float
func _ready():
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body = owner as Character
body.controller.direction_changed.connect(on_direction_changed)
body.controller.jumped.connect(jump)
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gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _physics_process(delta):
if direction:
body.velocity.x = direction.x * move_speed
body.velocity.z = direction.z * move_speed
else:
body.velocity.x *= deceleration
body.velocity.z *= deceleration
if !body.is_on_floor():
body.velocity.y -= gravity * delta
body.move_and_slide()
func on_direction_changed(new_direction: Vector3):
direction = new_direction
func can_jump() -> bool:
return body.is_on_floor()
func jump():
body.velocity.y = jump_velocity