Godot Version
4.4
Question
How do I fix my code so I can sprint and jump at the same time?
Here is my current code:
extends CharacterBody3D
Player Nodes
@onready var nek = $nek
@onready var head = $nek/head
@onready var eyes = $nek/head/eyes
@onready var standing_collision_shape = $standing_collision_shape
@onready var crouching_collision_shape = $crouching_collision_shape
@onready var ray_cast_3d = $RayCast3D
@onready var camera_3d = $nek/head/eyes/Camera3D
Speed Vars
var current_speed = 5.0
const walking_speed = 5.0
const sprinting_speed = 8.0
const crouching_speed = 3.0
States
var walking = false
var sprinting = false
var crouching = false
var free_looking = false
var sliding = false
Slide Vars
var slide_timer = 0.0
var slide_timer_max = 1.0
var slide_vector = Vector2.ZERO
var slide_speed = 10.0
Head bobbing vars
const head_bobbing_sprinting_speed = 22.0
const head_bobbing_walking_speed = 14.0
const head_bobbing_crouching_speed = 10.0
const head_bobbing_sprinting_intensity = 0.2
const head_bobbing_walking_intensity = 0.1
const head_bobbing_crouching_intensity = 0.05
var head_bobbing_vector = Vector2.ZERO
var head_bobbing_index = 0.0
var head_bobbing_current_intensity = 0.0
Movement Vars
var crouching_depth = -0.2
const jump_velocity = 4.5
var lerp_speed = 10.0
var air_lerp_speed = 3.0
var free_look_tilt_amount = 3
Input Vars
var direction = Vector3.ZERO
const mouse_sens = 0.125
Get the gravity from the project settings to be synced with RigidBody nodes
var gravity = ProjectSettings.get_setting(“physics/3d/default_gravity”)
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _input(event):
Mouse Movement
if event is InputEventMouseMotion:
if free_looking:
nek.rotate_y(deg_to_rad(-event.relative.x * mouse_sens))
nek.rotation.y = clamp(nek.rotation.y, deg_to_rad(-120), deg_to_rad(120))
else:
rotate_y(deg_to_rad(-event.relative.x * mouse_sens))
head.rotate_x(deg_to_rad(-event.relative.y * mouse_sens))
head.rotation.x = clamp(head.rotation.x, deg_to_rad(-89), deg_to_rad(89))
func _physics_process(delta):
Getting Movement Input
var input_dir = Input.get_vector("left", "right", "forward", "backward")
Handle Movement State
Crouching
if Input.is_action_pressed("crouch") || sliding:
current_speed = lerp(current_speed,crouching_speed,delta*lerp_speed)
head.position.y = lerp(head.position.y, crouching_depth, delta * lerp_speed)
standing_collision_shape.disabled = true
crouching_collision_shape.disabled = false
Slide Begin Logic
if sprinting and input_dir != Vector2.ZERO and is_on_floor() and not sliding:
sliding = true
slide_timer = slide_timer_max
slide_vector = input_dir
#free_looking = true
free_looking = true
walking = false
sprinting = false
crouching = true
elif !ray_cast_3d.is_colliding() and not Input.is_action_pressed("crouch") and not sliding:
# Standing
standing_collision_shape.disabled = false
crouching_collision_shape.disabled = true
head.position.y = lerp(head.position.y, 0.0, delta * lerp_speed)
if Input.is_action_pressed("sprint"):
# Sprinting
current_speed = lerp(current_speed,sprinting_speed,delta*lerp_speed)
walking = false
sprinting = true
crouching = false
else:
# Walking
current_speed = lerp(current_speed,walking_speed,delta*lerp_speed)
walking = true
sprinting = false
crouching = false
# Handle Free Look
if Input.is_action_pressed("free_look") || sliding:
free_looking = true
if sliding:
camera_3d.rotation.z = lerp(camera_3d.rotation.z, -deg_to_rad(7.0),delta*lerp_speed)
else:
camera_3d.rotation.z = -deg_to_rad(nek.rotation.y*free_look_tilt_amount)
else:
free_looking = false
nek.rotation.y = lerp(nek.rotation.y, 0.0, delta * lerp_speed)
camera_3d.rotation.z = lerp(camera_3d.rotation.z, 0.0, delta * lerp_speed)
Handle sliding
if sliding:
slide_timer -= delta
if slide_timer <= 0:
sliding = false
free_looking = false
Handle Headbob
if sprinting:
head_bobbing_current_intensity = head_bobbing_sprinting_intensity
head_bobbing_index += head_bobbing_sprinting_speed * delta
elif walking:
head_bobbing_current_intensity = head_bobbing_walking_intensity
head_bobbing_index += head_bobbing_walking_speed * delta
elif crouching:
head_bobbing_current_intensity = head_bobbing_crouching_intensity
head_bobbing_index += head_bobbing_crouching_speed * delta
if is_on_floor() and not sliding and input_dir != Vector2.ZERO:
head_bobbing_vector.y = sin(head_bobbing_index)
head_bobbing_vector.x = sin(head_bobbing_index / 2) * 0.5
eyes.position.y = lerp(eyes.position.y, head_bobbing_vector.y * (head_bobbing_current_intensity / 2.0), delta * lerp_speed)
eyes.position.x = lerp(eyes.position.x, head_bobbing_vector.x * head_bobbing_current_intensity, delta * lerp_speed)
else:
eyes.position.y = lerp(eyes.position.y, 0.0, delta * lerp_speed)
eyes.position.x = lerp(eyes.position.x, 0.0, delta * lerp_speed)
Add the gravity
if not is_on_floor():
velocity.y -= gravity * delta
Handle Jump
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = jump_velocity
sliding = false
Get the input direction and handle the movement/deceleration
if is_on_floor():
direction = lerp(direction, (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized(), delta * lerp_speed)
else:
if input_dir != Vector2.ZERO:
direction = lerp(direction, (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized(), delta * air_lerp_speed)
if sliding:
direction = (transform.basis * Vector3(slide_vector.x, 0, slide_vector.y)).normalized()
current_speed = (slide_timer + 0.1) * slide_speed
if direction:
velocity.x = direction.x * current_speed
velocity.z = direction.z * current_speed
else:
velocity.x = move_toward(velocity.x, 0, current_speed)
velocity.z = move_toward(velocity.z, 0, current_speed)
move_and_slide()