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Asked By | Wenguin |
This is my code and it is not working properly:
extends KinematicBody
onready var anim_player =$AnimationPlayer
onready var camera = $Head/Camera
onready var raycast = $Head/Camera/RayCast
const MIN_CAMERA_ANGLE = -75
const MAX_CAMERA_ANGLE = 80
const GRAVITY = -100
export var camera_sensitivity: float = 0.05
export var speed: float = 10.0
export var acceleration: float = 6.0
export var jump_impulse: float = 12.0
var velocity: Vector3 = Vector3.ZERO
onready var head: Spatial = $Head
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _physics_process(delta):
var movement = _get_movement_direction()
velocity.x = lerp(velocity.x,movement.x * speed,acceleration * delta)
velocity.z = lerp(velocity.z,movement.z * speed,acceleration * delta)
velocity.y += GRAVITY * delta
velocity = move_and_slide(velocity)
func _unhandled_input(event):
if event is InputEventMouseMotion:
_handle_camera_rotation(event)
func _handle_camera_rotation(event):
rotate_y(deg2rad(-event.relative.x * camera_sensitivity))
head.rotate_x(deg2rad(-event.relative.y * camera_sensitivity))
head.rotation.x = clamp(head.rotation.x, deg2rad(MIN_CAMERA_ANGLE), deg2rad(MAX_CAMERA_ANGLE))
func _get_movement_direction():
var direction = Vector3.DOWN
if Input.is_action_pressed("forward"):
direction -= transform.basis.z
if Input.is_action_pressed("backwards"):
direction += transform.basis.z
if Input.is_action_pressed("left"):
direction -= transform.basis.x
if Input.is_action_pressed("right"):
direction += transform.basis.x
if Input.is_action_just_pressed("jump"):
velocity.y = jump_impulse
return direction
Anyone know how to fix it??
It’s difficult to parse your code, but are you checking that the player is on the ground when they jump?
SteveSmith | 2022-04-22 13:45